{
  "brp": {
    "label": "Basic Roleplaying",
    "categories": {
      "skills": {
        "label": "Skills",
        "color": "#c0392b",
        "displayField": "name",
        "searchFields": [
          "name",
          "description"
        ],
        "tag": {
          "field": "base_chance"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Base chance: {base_chance}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 56,
        "items": [
          {
            "name": "Appraise",
            "base_chance": "15%",
            "description": "Judging the value of an item or determining some aspects of its capabilities that are not immediately apparent."
          },
          {
            "name": "Art (various)",
            "base_chance": "05%",
            "description": "Painting, drawing, sculpture, photography, or another form of visual art. Each type of art is a specialty (e.g. Art (Photography), Art (Painting)). Suggested specialties include Architecture, Calligraphy, Film, Painting, Photography, Sculpture, etc."
          },
          {
            "name": "Artillery (various)",
            "base_chance": "% by weapon",
            "description": "Using heavy mounted weaponry, such as catapults, cannons, missile launchers, etc. Each type of artillery weapon is a specialty, such as Cannon, Rocket Launcher, Siege Engine, etc."
          },
          {
            "name": "Bargain",
            "base_chance": "05%",
            "description": "Negotiating financial matters successfully. A successful use of this skill lowers the price of an item from one price range (unattainable > priceless > expensive > reasonable > inexpensive > cheap > free) to the one below, at the gamemaster's discretion."
          },
          {
            "name": "Brawl",
            "base_chance": "25%",
            "description": "Hitting someone in hand-to-hand combat, whether with a punch, head butt, kick, or even bite. A successful Brawl attack does 1D3 points of damage to an opponent."
          },
          {
            "name": "Climb",
            "base_chance": "40%",
            "description": "Scaling a wall, rope, or other difficult surface."
          },
          {
            "name": "Command",
            "base_chance": "05%",
            "description": "Leading a small-to-large group of followers in combat or through some other difficult activity requiring discipline and coordinated actions. If this skill fails, everyone is on their own and does not work together effectively."
          },
          {
            "name": "Craft (various)",
            "base_chance": "05%",
            "description": "The creation of some physical item for use, like woodworking, blacksmithing, sewing, cooking. Craft is generally more practical than Art, though less likely to achieve fame and recognition. Each type of Craft skill is a specialty."
          },
          {
            "name": "Demolition",
            "base_chance": "01%",
            "description": "Setting and detonating explosives to achieve maximum effect. Anyone can pull a pin on a grenade; use Demolition to jury-rig a bomb from household chemicals or to set explosives in the right places to bring a building down."
          },
          {
            "name": "Disguise",
            "base_chance": "01%",
            "description": "Concealing identity or appearance, or using some combination of makeup and costume to appear as someone or something else."
          },
          {
            "name": "Dodge",
            "base_chance": "DEX×2%",
            "description": "Avoiding injury from a physical attack."
          },
          {
            "name": "Drive (various)",
            "base_chance": "20% or 01%",
            "description": "Piloting a ground vehicle. For characters from the modern world, Drive is 20%; for others it begins at 01%. Each type of vehicle (Automobile, Cart, Chariot, Truck, etc.) is a specialty."
          },
          {
            "name": "Energy Weapon (various)",
            "base_chance": "% by weapon",
            "description": "Pointing and shooting an energy weapon at a target. Each type of Energy Weapon skill is a specialty, such as Energy Pistol and Energy Rifle."
          },
          {
            "name": "Etiquette",
            "base_chance": "05%",
            "description": "Knowing what to say and how to behave in a social situation, as well as understanding the various niceties of a particular social class."
          },
          {
            "name": "Fast Talk",
            "base_chance": "05%",
            "description": "Talking one's way out of a rough situation or bluffing when there is no time for a reasoned argument or debate."
          },
          {
            "name": "Fine Manipulation",
            "base_chance": "05%",
            "description": "Finger dexterity, particularly important for disassembling things in a hurry or completing complex tasks requiring hand coordination. This might be used for picking locks."
          },
          {
            "name": "Firearm (various)",
            "base_chance": "% by weapon specialty",
            "description": "Pointing and shooting a firearm at a target. Each type of Firearm skill is a specialty, such as Machine Gun, Pistol, Revolver, Rifle, Shotgun, and Submachine Gun."
          },
          {
            "name": "First Aid",
            "base_chance": "30% or INT×1",
            "description": "Treating minor injuries. For characters from the modern or future eras, the base skill is 30%; for historical periods it's INT×1. Each successful use restores 1D3 hit points to a wounded character. A special success restores 1D3+3 hit points."
          },
          {
            "name": "Fly",
            "base_chance": "DEX×½ or DEX×4",
            "description": "If the character has a technological means of flying (a jet pack, for example), the chance is DEX×½. If it's a natural ability (like wings) the chance is DEX×4. Basic flight doesn't require a roll; the skill is for use with maneuvers, in combat, and performing complex flying stunts."
          },
          {
            "name": "Gaming",
            "base_chance": "INT+POW",
            "description": "Knowledge of the rules and odds of various games of chance (cards, dice, etc.) and winning."
          },
          {
            "name": "Grapple",
            "base_chance": "25%",
            "description": "Wrestling or other means of open-handed combat relying on leverage and positioning to maneuver or immobilize an opponent."
          },
          {
            "name": "Heavy Machine (various)",
            "base_chance": "01%",
            "description": "Handling and maintaining a heavy machine, like a factory press, a thresher, etc. Each different type of Heavy Machine skill is a specialty."
          },
          {
            "name": "Heavy Weapon (various)",
            "base_chance": "by weapon specialty",
            "description": "Pointing and shooting a heavy weapon. Each different type of Heavy Weapon skill is a specialty, such as Bazooka, Heavy Machinegun, Mini-gun, Rocket Launcher, etc."
          },
          {
            "name": "Hide",
            "base_chance": "10%",
            "description": "Concealing oneself or an item from view. Often used in conjunction with Stealth."
          },
          {
            "name": "Insight",
            "base_chance": "05%",
            "description": "Evaluating another character's concealed thoughts and/or motives based on subliminal clues. In some settings this might have specialties like Insight (Elves) or Insight (Aliens)."
          },
          {
            "name": "Jump",
            "base_chance": "25%",
            "description": "Leaping over an obstacle or across a span. Success for most humans usually equals a jump of roughly three meters horizontally or one meter vertically."
          },
          {
            "name": "Knowledge (various)",
            "base_chance": "05% or 01%",
            "description": "Familiarity with a specific branch of study. For characters from the modern or future eras, the base skill is 05%; for historical periods it's 01%. Each type of Knowledge skill is a specialty. Specialties are numerous, and include Anthropology, Archaeology, Area (a region), Folklore, Group (an organization), History, Linguistics, Literature, Mythology, Occult, Politics, Streetwise, etc."
          },
          {
            "name": "Language (various)",
            "base_chance": "Own INT×5, Other 00%",
            "description": "Speaking and understanding a language. Language (Own) is a character's 'own' native language and begins at INT×5. Generally, player characters do not need to make Language rolls to converse in their native languages with other speakers of the same language. Language (Other) is another language and begins at 00%. Each other Language skill is a specialty."
          },
          {
            "name": "Listen",
            "base_chance": "25%",
            "description": "Hearing a noise or faint sound, such as someone sneaking by or a monster approaching."
          },
          {
            "name": "Literacy (various)",
            "base_chance": "% equal to starting Language",
            "description": "Mainly appropriate for settings where education is not commonplace. Understanding and comprehension of what the character is reading. In settings where literature is not assumed, this might begin at 00%."
          },
          {
            "name": "Martial Arts",
            "base_chance": "01%",
            "description": "Using disciplined trained fighting techniques to deliver more powerful blows against an opponent or to block with one's hands and feet without taking damage. The gamemaster may restrict who can use Martial Arts and adjust starting skill levels. Unlike other skills, Martial Arts is not rolled separately: if a character makes a Brawl attack and also rolls under Martial Arts skill, the damage die (but not the damage bonus) is doubled. When parrying a melee weapon with the Brawl skill, the character ignores 3 points of damage."
          },
          {
            "name": "Medicine",
            "base_chance": "05% or 00%",
            "description": "Treatment of serious medical conditions through pharmaceutical, therapeutic, or surgical means. For characters from the modern or future eras, the base skill is 05%; for historical periods it's 00%. This is a time-consuming process and does not restore hit points immediately."
          },
          {
            "name": "Melee Weapon (various)",
            "base_chance": "% by weapon specialty",
            "description": "Using a hand-to-hand (melee) weapon in combat, including striking a target and parrying attacks. Each type of Melee Weapon skill is a specialty, such as Axe, Club, Dagger, Flail, Hammer, Mace, Polearm, Spear, Staff, Sword, etc."
          },
          {
            "name": "Missile Weapon (various)",
            "base_chance": "% by weapon specialty",
            "description": "Aiming and hitting a target with a 'hand-powered' weapon. Each type of Missile Weapon skill is a specialty, such as Bow, Crossbow, Spear, etc."
          },
          {
            "name": "Navigate",
            "base_chance": "10%",
            "description": "Charting and following a path through recognizable landmarks, constellations, or using a map to find a course."
          },
          {
            "name": "Perform (various)",
            "base_chance": "05%",
            "description": "Entertaining or performing in some fashion, whether through music, acting, acrobatics, comedy, etc. Each type of Perform is a specialty."
          },
          {
            "name": "Persuade",
            "base_chance": "15%",
            "description": "Using logic, reason, and emotional appeal to convince someone to agree to a specific course of action or avenue of thought. Unlike Fast Talk, Persuade takes time, supporting arguments, and a willing audience."
          },
          {
            "name": "Pilot (various)",
            "base_chance": "01%",
            "description": "Operating an air, sea, or space vehicle. Each vehicle type is a specialty, and some vehicles may require multiple pilots to operate."
          },
          {
            "name": "Projection",
            "base_chance": "DEX×2",
            "description": "If powers (magic, super, psychic, etc.) are used in a game, this is the ability to direct a powered attack at a target."
          },
          {
            "name": "Psychotherapy",
            "base_chance": "01%",
            "description": "Using psychiatry and psychological analysis to determine a patient's psychological issues and address them through treatment. First Aid heals the body, but Psychotherapy heals the mind. This is a lengthy process handled through multiple sessions and in-depth personal evaluation and counseling. In historical periods this is spiritual counseling."
          },
          {
            "name": "Repair (various)",
            "base_chance": "15%",
            "description": "Fixing something broken, jammed, disassembled, or otherwise inoperable. Each type of Repair is a specialty, such as Electrical, Electronic, Mechanical, Structural, Quantum, etc."
          },
          {
            "name": "Research",
            "base_chance": "25%",
            "description": "Using a source of references (library, newspaper archive, computer network, the internet, wizard's grimoire, etc.) to discover desired pieces of information."
          },
          {
            "name": "Ride (various)",
            "base_chance": "05%",
            "description": "Riding an animal and controlling it in difficult situations. Each type of animal (horse, dragon, giant owl, etc.) is a specialty."
          },
          {
            "name": "Science (various)",
            "base_chance": "01%",
            "description": "Expertise in a field of study from the 'hard sciences.' Each type of Science skill is a specialty, such as Astronomy, Biology, Botany, Chemistry, Genetics, Geology, Mathematics, Meteorology, Physics, Zoology, etc."
          },
          {
            "name": "Sense",
            "base_chance": "10%",
            "description": "A combination of scent, taste, and touch; being able to detect subtle or hidden things with these senses."
          },
          {
            "name": "Shield (various)",
            "base_chance": "% by shield type",
            "description": "Parrying a blow with a shield. Each type of Shield skill is a specialty, such as Buckler, Energy, Full, Half, Heater, Hoplite, Kite, Round, etc."
          },
          {
            "name": "Sleight of Hand",
            "base_chance": "05%",
            "description": "Feats of prestidigitation and misdirection, such as picking pockets, palming coins, card tricks, and sleight-of-hand illusions."
          },
          {
            "name": "Spot",
            "base_chance": "25%",
            "description": "Detecting those things difficult to notice or otherwise hidden."
          },
          {
            "name": "Status (various)",
            "base_chance": "15%",
            "description": "Social standing, or the ability to manipulate one's social environment in a favorable manner, such as borrowing money, gaining favors, impressing others, etc. Each type of Status skill is a specialty. Specialties might include City (a particular city), Group (one group or organization), High Society, Religion, Species (a particular species), etc."
          },
          {
            "name": "Stealth",
            "base_chance": "10%",
            "description": "Sneaking around to avoid detection or making otherwise concealed and furtive movements."
          },
          {
            "name": "Strategy",
            "base_chance": "01%",
            "description": "Tactical assessment of a situation and constructing an optimal response, gaining insight into the conditions on a battlefield or the tactics the enemy will use. Often utilized in military or political situations."
          },
          {
            "name": "Swim",
            "base_chance": "25%",
            "description": "Guiding oneself through the water with the intent of movement or prevention of drowning."
          },
          {
            "name": "Teach",
            "base_chance": "10%",
            "description": "Imparting knowledge to others."
          },
          {
            "name": "Technical Skill (various)",
            "base_chance": "00%",
            "description": "Use of a sophisticated piece of equipment or technical process. The base chance varies by setting and should be determined by the gamemaster, as appropriate. Each type of Technical skill is a specialty, such as Computer Programming, Computer Use, Electronics, Robotics, Sensor Systems, Siege Engines, Traps, etc."
          },
          {
            "name": "Throw",
            "base_chance": "25%",
            "description": "Aiming and tossing something (dart, football, baseball, rock, hat, etc.) through the air towards a target. Unlike the Missile Weapon skill, this is a catch-all for anything that isn't specifically a weapon, and a successful roll doesn't necessarily damage an opponent."
          },
          {
            "name": "Track",
            "base_chance": "10%",
            "description": "Following a trail of footprints, spoor, etc. in either direction."
          }
        ]
      },
      "professions": {
        "label": "Professions",
        "color": "#2980b9",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [],
          "description": "skills"
        },
        "linkPath": null,
        "count": 12,
        "items": [
          {
            "name": "Cowboy",
            "skills": "Craft (usually knots), Firearm (Rifle), Knowledge (Natural History), Knowledge (Local Area), Listen, Navigate, Ride, Spot, Throw, Track."
          },
          {
            "name": "Detective",
            "skills": "Firearm (Handgun), Knowledge (Law), Listen, Persuade, Spot, Research, and four of the following: Art, Brawl, Disguise, Dodge, Drive, Fast Talk, Firearm (any), Grapple, Hide, Insight, Knowledge (any), Language (Other), Language (Own), Medicine, Ride, Science (any), Technical (Computer Use), Stealth, or Track."
          },
          {
            "name": "Doctor",
            "skills": "First Aid, Language (Own), Medicine, Persuade, Research, Spot, and choose four of the following: Insight, Language (Other), Psychotherapy, Science (any), and Status."
          },
          {
            "name": "Hunter",
            "skills": "Climb, Hide, Listen, Navigate, Spot, Stealth, Track, and three of the following: Firearm (Handgun, Rifle, or Shotgun), Knowledge (Natural History or Region), Melee Weapon (usually Spear), Missile Weapon (any), Language (Other), and Ride."
          },
          {
            "name": "Lawman",
            "skills": "Brawl, Dodge, Fast Talk, Knowledge (Law), Listen, Spot, and four of the following: Drive, Firearms (any), First Aid, Grapple, Insight, Knowledge (Region or Group), Language (Other), Martial Arts, Melee Weapon (any), Missile Weapon (any), Pilot (any), Ride, Status, Technical (Computer Use), or Track."
          },
          {
            "name": "Noble",
            "skills": "Bargain, Drive, Etiquette, Language (Own), Language (Other), Literacy, and Status, plus any other three skills as hobbies or fields of interest."
          },
          {
            "name": "Sailor",
            "skills": "Climb, Craft (any), Dodge, Grapple, Navigate, Pilot (Boat), Swim, and any three of the following: Artillery (any, usually shipboard), Command, Language (Other), Listen, Repair (Mechanical), Repair (Structural), or Spot."
          },
          {
            "name": "Scientist",
            "skills": "Craft (any), Persuade, Research, Status, Technical (Computer Use) or Heavy Machine, and any five appropriate Knowledge or Science related to field of study."
          },
          {
            "name": "Soldier",
            "skills": "Brawl, Climb, Dodge, First Aid, and six of the following: Artillery, Command, Drive, Firearm (usually Rifle, but any), Grapple, Heavy Weapon (any), Hide, Language (Other), Listen, Jump, Medicine, Melee Weapon (any), Missile Weapon (any), Navigate, Repair (Mechanical), Ride, Spot, Stealth, or Throw."
          },
          {
            "name": "Spy",
            "skills": "Dodge, Fast Talk, Hide, Listen, Research, Spot, Stealth, and three of the following: Art (Photography), Brawl, Disguise, Etiquette, Firearm (any), Grapple, Insight, Knowledge (any), Language (Other), Language (Own), Martial Arts, Navigate, Pilot (any), Repair (Electronics), Repair (Mechanical), Ride, Swim, Technical (Computer Use), Throw, or Track."
          },
          {
            "name": "Thief",
            "skills": "Appraise, Dodge, Fast Talk, Hide, Stealth, and five other skills from the following list: Bargain, Brawl, Climb, Disguise, Fine Manipulation, Firearm (Handgun or Shotgun), Grapple, Insight, Listen, Jump, Knowledge (Law), Persuade, Repair (Mechanical), or Spot."
          },
          {
            "name": "Warrior",
            "skills": "Brawl, Dodge, Grapple, Melee Weapon (any), Missile Weapon (any), and five other skills from the following list: Climb, Firearm (any), Hide, Listen, Jump, Language (Other), Martial Arts, Ride, Spot, Stealth, Swim, Throw, Track."
          }
        ]
      },
      "weapons": {
        "label": "Weapons",
        "color": "#7f8c8d",
        "displayField": "name",
        "searchFields": [
          "name",
          "type"
        ],
        "tag": {
          "field": "damage"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{type} · Damage: {damage}",
            "Skill: {base_chance} · Range: {range}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 19,
        "items": [
          {
            "name": "Battle Axe",
            "skill": "Melee Weapon (Axe)",
            "base_chance": "15",
            "damage": "1D8+2+db",
            "hands": "1H",
            "hit_points": "15"
          },
          {
            "name": "Great Axe",
            "skill": "Melee Weapon (Axe)",
            "base_chance": "15",
            "damage": "2D6+2+db",
            "hands": "2H",
            "hit_points": "15"
          },
          {
            "name": "Hand Axe",
            "skill": "Melee Weapon (Axe)",
            "base_chance": "15",
            "damage": "1D6+1+db",
            "hands": "1H",
            "hit_points": "12"
          },
          {
            "name": "Brawl",
            "skill": "Brawl",
            "base_chance": "25",
            "damage": "1D3+db",
            "hands": "1H",
            "hit_points": "n/a"
          },
          {
            "name": "Heavy Club",
            "skill": "Melee Weapon (Club)",
            "base_chance": "25",
            "damage": "1D8+db",
            "hands": "2H",
            "hit_points": "22"
          },
          {
            "name": "Light Club",
            "skill": "Melee Weapon (Club)",
            "base_chance": "25",
            "damage": "1D6+db",
            "hands": "1H",
            "hit_points": "15"
          },
          {
            "name": "Dagger",
            "skill": "Melee Weapon (Dagger)",
            "base_chance": "25",
            "damage": "1D4+db",
            "hands": "1H",
            "hit_points": "15"
          },
          {
            "name": "Halberd",
            "skill": "Melee Weapon (Polearm)",
            "base_chance": "15",
            "damage": "3D6+db",
            "hands": "2H",
            "hit_points": "25"
          },
          {
            "name": "Hammer",
            "skill": "Melee Weapon (Hammer)",
            "base_chance": "25",
            "damage": "1D6+db",
            "hands": "1H",
            "hit_points": "15"
          },
          {
            "name": "Great Hammer",
            "skill": "Melee Weapon (Hammer)",
            "base_chance": "25",
            "damage": "1D10+3+db",
            "hands": "2H",
            "hit_points": "15"
          },
          {
            "name": "Knife",
            "skill": "Melee Weapon (Dagger)",
            "base_chance": "25",
            "damage": "1D3+1+db",
            "hands": "1H",
            "hit_points": "15"
          },
          {
            "name": "Heavy Mace",
            "skill": "Melee Weapon (Mace)",
            "base_chance": "25",
            "damage": "1D8+2+db",
            "hands": "2H",
            "hit_points": "10"
          },
          {
            "name": "Light Mace",
            "skill": "Melee Weapon (Mace)",
            "base_chance": "25",
            "damage": "1D6+2+db",
            "hands": "1H",
            "hit_points": "6"
          },
          {
            "name": "Pike",
            "skill": "Melee Weapon (Polearm)",
            "base_chance": "15",
            "damage": "1D10+2+db",
            "hands": "2H",
            "hit_points": "12"
          },
          {
            "name": "Quarterstaff",
            "skill": "Melee Weapon (Staff)",
            "base_chance": "25",
            "damage": "1D8+db",
            "hands": "2H",
            "hit_points": "8"
          },
          {
            "name": "Long Spear",
            "skill": "Melee Weapon (Spear)",
            "base_chance": "15",
            "damage": "1D10+db",
            "hands": "2H",
            "hit_points": "10"
          },
          {
            "name": "Broadsword",
            "skill": "Melee Weapon (Sword)",
            "base_chance": "15",
            "damage": "1D8+1+db",
            "hands": "1H",
            "hit_points": "12"
          },
          {
            "name": "Greatsword",
            "skill": "Melee Weapon (Sword)",
            "base_chance": "05",
            "damage": "2D8+db",
            "hands": "2H",
            "hit_points": "12"
          },
          {
            "name": "Shortsword",
            "skill": "Melee Weapon (Sword)",
            "base_chance": "15",
            "damage": "1D6+1+db",
            "hands": "1H",
            "hit_points": "12"
          }
        ]
      },
      "armor": {
        "label": "Armor",
        "color": "#8e44ad",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": {
          "field": "ap",
          "prefix": "AP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "AP: {ap} · Skill modifier: {skill_modifier}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 12,
        "items": [
          {
            "name": "Bulletproof Vest",
            "armor_points": "8",
            "skill_modifier": "−5% to physical skills"
          },
          {
            "name": "Chain",
            "armor_points": "7",
            "skill_modifier": "−20% to physical skills"
          },
          {
            "name": "Flak Jacket",
            "armor_points": "4",
            "skill_modifier": "−10% to physical skills"
          },
          {
            "name": "Clothing, Heavy",
            "armor_points": "1",
            "skill_modifier": "None"
          },
          {
            "name": "Helmet, Heavy",
            "armor_points": "+2",
            "skill_modifier": "−50% to perception skills"
          },
          {
            "name": "Helmet, Light",
            "armor_points": "+1",
            "skill_modifier": "−15% to perception skills"
          },
          {
            "name": "Hoplite Panoply",
            "armor_points": "6",
            "skill_modifier": "−20% to physical skills"
          },
          {
            "name": "Leather, Soft",
            "armor_points": "1",
            "skill_modifier": "None"
          },
          {
            "name": "Leather, Hard",
            "armor_points": "2",
            "skill_modifier": "−10% to physical skills"
          },
          {
            "name": "Plate, Full",
            "armor_points": "8",
            "skill_modifier": "−25% to physical skills"
          },
          {
            "name": "Quilted",
            "armor_points": "2",
            "skill_modifier": "−5% to physical skills"
          },
          {
            "name": "Riot Gear",
            "armor_points": "12/6",
            "skill_modifier": "−10% to physical skills"
          }
        ]
      },
      "shields": {
        "label": "Shields",
        "color": "#d35400",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": {
          "field": "ap",
          "prefix": "AP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "AP: {ap} · HP: {hp}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 6,
        "items": [
          {
            "name": "Heater",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "12",
            "damage": "1D3+db"
          },
          {
            "name": "Hoplite",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "16",
            "damage": "1D4+db"
          },
          {
            "name": "Kite",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "16",
            "damage": "1D4+db"
          },
          {
            "name": "Riot",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "16",
            "damage": "1D3+db"
          },
          {
            "name": "Round",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "12",
            "damage": "1D3+db"
          },
          {
            "name": "Target",
            "base_chance": "15%",
            "skill": "Shield",
            "armor_hit_points": "12",
            "damage": "1D2+db"
          }
        ]
      }
    }
  },
  "cairn": {
    "label": "Cairn",
    "categories": {
      "backgrounds": {
        "label": "Backgrounds",
        "color": "#2e7d32",
        "displayField": "name",
        "searchFields": [
          "name",
          "quote"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [
            "{quote}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 20,
        "items": [
          {
            "id": "aurifex",
            "name": "Aurifex",
            "quote": "You are an artisan of the arcane, a smith of subtle forces. In the crucible of your workshop, the laws that govern this world are warped to suit your needs.",
            "names": [
              "Hestia",
              "Basil",
              "Rune",
              "Prism",
              "Ember",
              "Quintess",
              "Aludel",
              "Mordant",
              "Salaman",
              "Jazia"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Lantern",
              "Oil Can (6 uses)",
              "Needle-knife (d6)",
              "Protective Gloves (petty)"
            ],
            "tables": [
              {
                "name": "What went horribly wrong?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "There was an explosion, and you lost your sense of smell. Well, almost: you can sniff out gold as a pig does truffles. Take a **Tin of Snuff** (6 uses) to dampen the impact. Use it every day or become deprived."
                  },
                  {
                    "roll": 2,
                    "text": "You dematerialized a beloved pet. Now it follows you around, invisible but always present. Although it cannot interact with the physical realm, you are able to share its senses. (Add a Fatigue each time.) It follows basic commands."
                  },
                  {
                    "roll": 3,
                    "text": "You were exposed to a long-acting truth serum whose effects have yet to wear off. The disorder has its advantages: you cannot repeat lies you've heard, either."
                  },
                  {
                    "roll": 4,
                    "text": "You were adept at creating fake gold, which is almost as good. Eventually, your ruse was discovered, and you had to make a hasty retreat. Take a heavy **Metal Ingot** and **Gold Powder** (3 uses)."
                  },
                  {
                    "roll": 5,
                    "text": "Your alchemical recipe worked, but a rival stole the blueprint before your claims could be proven. Take a prototype **Blunderbuss** (d12, blast, bulky) that takes one round to reload, and a taste for revenge."
                  },
                  {
                    "roll": 6,
                    "text": "Ridiculed for discovering how to turn gold into lead, you were a laughing stock. Take a bottle of **Universal Solvent** (2 uses) that dissolves anything it touches into its constituent parts."
                  }
                ]
              },
              {
                "name": "What alchemical marvel is the product of your latest ingenuity?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Pyrophoric Gel**: A sticky green fluid that catches fire when exposed to air, then burns for 8 hours. Cannot be extinguished (1 use)."
                  },
                  {
                    "roll": 2,
                    "text": "**Blast Sphere**: A head-sized iron ball filled with explosive powder that detonates on impact (d12, blast, bulky, 1 use)."
                  },
                  {
                    "roll": 3,
                    "text": "**Aqua Vita**: Purifies any liquid, converting it to pure water. Drinking it cures 1d6 STR (1 use)."
                  },
                  {
                    "roll": 4,
                    "text": "**Mimic Stone**: Records a short phrase that can later be played back."
                  },
                  {
                    "roll": 5,
                    "text": "**Spark Dust**: Ignites easily and quickly. Useful for starting a fire or as an incendiary device (3 uses)."
                  },
                  {
                    "roll": 6,
                    "text": "**Homunculus**: A miniature clay replica of yourself that follows your every command. It hates being enthralled to you and complains bitterly whenever possible. Any damage done to the homunculus is also done to you. 3 HP, 4 STR, 13 DEX, 5 WIL."
                  }
                ]
              }
            ]
          },
          {
            "id": "barber-surgeon",
            "name": "Barber-Surgeon",
            "quote": "You walk the line between healer and harrower, knowing the frailty of the flesh but also the secrets that lie within. With the right tools, life and death are merely words.",
            "names": [
              "Wilmot",
              "Patch",
              "Lancet",
              "Sawbones",
              "Theo",
              "Cutwell",
              "Humor",
              "Landsford",
              "Goodeye",
              "Johanna"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Bonesaw (d6)",
              "Bandages (3 uses)",
              "Leech (restores 1 STR, 3 uses)",
              "Stained Medical Finery (petty)"
            ],
            "tables": [
              {
                "name": "How have you \"improved\" yourself?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "You have a replacement **eye** that can magnify objects, act as a telescope, and provide minimal night vision. You cannot wear anything metal on your head, and the presence of strong magnets make you deprived."
                  },
                  {
                    "roll": 2,
                    "text": "One **foot** is mostly metal (kick, d6), and you treat some Tough terrain as Easy. Carry an Oil Can (6 uses). Without a daily application, you are deprived and noisy."
                  },
                  {
                    "roll": 3,
                    "text": "One of your fingers has been swapped, the bone replaced by gold and iron. Take a Hook and a Screwdriver that can attach to the fingertip."
                  },
                  {
                    "roll": 4,
                    "text": "Both **ears** have been surgically enhanced, tripling your hearing. You can focus on a specific sound, such as a conversation, at a great distance. You wear an ear flap to protect against sudden loud noises (WIL save to avoid temporary paralysis)."
                  },
                  {
                    "roll": 5,
                    "text": "Your **chest** is lined with alchemical sigils, toughening the skin (1 Armor). Wearing other metallic armor nullifies the effect."
                  },
                  {
                    "roll": 6,
                    "text": "One **arm** is fully metal and comes off at the shoulder. It can be used as a weapon (d8, bulky when not attached) and can move independently if you are within sight of it."
                  }
                ]
              },
              {
                "name": "What rare tool is essential to your work?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Regrowth Salve**: Regrows a body part over the course of a day. 1 use."
                  },
                  {
                    "roll": 2,
                    "text": "**Graftgrub**: A small worm that can fuse inanimate objects with parts of the body. 1 use."
                  },
                  {
                    "roll": 3,
                    "text": "**Woundwax**: Heals wounds from fire or chemicals (restoring full STR) but nothing else. 2 uses."
                  },
                  {
                    "roll": 4,
                    "text": "**Quicksilver**: A stimulant. Go first in combat, and automatically pass any WIL saves for one hour. Addictive: Save STR or become deprived after 24 hours without it. 4 uses."
                  },
                  {
                    "roll": 5,
                    "text": "**Pneuma Pump**: Portable iron lungs (bulky). Enables life-saving surgery or underwater breathing."
                  },
                  {
                    "roll": 6,
                    "text": "**Lodestone**: Draws out dangerous elements from the body and acts as a powerful magnetic force."
                  }
                ]
              }
            ]
          },
          {
            "id": "beast-handler",
            "name": "Beast Handler",
            "quote": "You alone can walk among the creatures of the wild, fearless and in control. You share a connection with animals that others can only dream of... so long as you don't become their snack.",
            "names": [
              "Amara",
              "Wulf",
              "Mireille",
              "Soren",
              "Freki",
              "Aster",
              "Gerrik",
              "Boreas",
              "Veda",
              "Matheus"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Leather Whip (d6)",
              "Soporific Darts (STR save or fall asleep, 6 uses)",
              "Lure",
              "Rope (25ft)"
            ],
            "tables": [
              {
                "name": "What creature is your specialty?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Arachnids**: Take a Quick-Flame Rod and an Oil Can (6 uses). It can destroy a large spider nest in seconds."
                  },
                  {
                    "roll": 2,
                    "text": "**Felines**: Take a sack of Whiskerwort. Its odor can calm and control even the largest of cats."
                  },
                  {
                    "roll": 3,
                    "text": "**Canines**: Take a wreath of Wolfsbane and a Large Net. Effective against werewolves as well."
                  },
                  {
                    "roll": 4,
                    "text": "**Birds**: Take a Warble-Whistle (3 charges). It can imitate any bird call and can even be used to send simple messages. Recharge: Feed a baby bird as its mother would, then blow."
                  },
                  {
                    "roll": 5,
                    "text": "**Rodents**: Take a Pan Flute that emits a high-pitched sound that only rodents can hear. So long as you play, they will follow, even to their deaths."
                  },
                  {
                    "roll": 6,
                    "text": "**Serpents**: Take a Warming Stone that generates an irresistible heat and a vial of Antitoxin (2 uses)."
                  }
                ]
              },
              {
                "name": "What have you learned from the creatures of the wild?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "That there is far more to the world than meets the eye. With quiet concentration, you can borrow the senses of a nearby creature of your specialty."
                  },
                  {
                    "roll": 2,
                    "text": "That the behavior of beasts is a language in itself. When observing beasts of your specialty you gain insight into weather patterns and impending disasters."
                  },
                  {
                    "roll": 3,
                    "text": "That the pulse of the hunt is a powerful impulse. You have a sense for when predators, even those not of your specialty, are near."
                  },
                  {
                    "roll": 4,
                    "text": "That the land is a language unto itself. Your chance of becoming lost in a terrain dominated by the beasts of your specialty is reduced by one step (e.g. 4-in-6 becomes 3-in-6)."
                  },
                  {
                    "roll": 5,
                    "text": "That nature's symphony can be heard if you attune to its rhythm. When surrounded by creatures of your specialty, they can alert you to approaching danger before it arrives."
                  },
                  {
                    "roll": 6,
                    "text": "That survival is all about adaptability. Once per day, you may take on a simple feature from a creature of your specialty (webbed fingers, night vision, etc.). Add a Fatigue each time."
                  }
                ]
              }
            ]
          },
          {
            "id": "bonekeeper",
            "name": "Bonekeeper",
            "quote": "You are a shepherd to the departed. You listen to the final whispers of the dead as they descend into the cold, unyielding earth. You know that to fully celebrate the gift of life, we must honor its finale as well.",
            "names": [
              "Rook",
              "Ebon",
              "Moro",
              "Yew",
              "Pall",
              "Leth",
              "Bea",
              "Barnaby",
              "Vesper",
              "Leder"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Lantern",
              "Oil Can (6 uses)",
              "Stake (d6)",
              "Chains (10ft)"
            ],
            "tables": [
              {
                "name": "What did you take from the dead?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "A crow-shaped amulet. You can ask a question of the dead but must add a Fatigue each time. They do not always speak truthfully."
                  },
                  {
                    "roll": 2,
                    "text": "A mortal wound from a freed revenant. You were healed, but the disfigurement has made you a pariah. You require neither air nor sustenance but are still subject to pain and death. Trapped between worlds, the dead see you as one of their own."
                  },
                  {
                    "roll": 3,
                    "text": "A Blood Pail (bulky) from a local death-cult. Empty it to raise a servant built from whatever is buried below, with 6 HP, 1 Armor, 13 STR, 11 DEX, 4 WIL, and shard fists (d8+d8). Only one servant can be raised at a time. If destroyed, you permanently lose 1d4 STR. Recharge: Fill with the blood of a dying warrior."
                  },
                  {
                    "roll": 4,
                    "text": "A burial wagon (+6 slots, slow) from your last job. It came with a stubborn old donkey (+4 slots, only +2 slots if pulling wagon)."
                  },
                  {
                    "roll": 5,
                    "text": "The Detect Magic Spellbook, stolen from an ancient library. Your family worked in service to an obscure underworld deity, but you lost your faith. Though exiled, you continue to serve, even as an apostate. Detect Magic: You can see or hear nearby magical auras. Becomes warm to the touch when magic is used nearby."
                  },
                  {
                    "roll": 6,
                    "text": "A plague doctor's mask, after its owner succumbed to the disease that wiped out everyone you once knew. They should have kept it on."
                  }
                ]
              },
              {
                "name": "What tool was invaluable in your work?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Manacles**: Though old, it's still effective even against the very strong. You don't have the key."
                  },
                  {
                    "roll": 2,
                    "text": "**Sponge**: Supposedly made from the remains of a rare sea creature. It never seems to dry out."
                  },
                  {
                    "roll": 3,
                    "text": "**Pulley**: Great for moving gravestones, rocks, or even bodies."
                  },
                  {
                    "roll": 4,
                    "text": "**Incense**: Perfect for rituals or to keep the flies at bay. Cools the blood."
                  },
                  {
                    "roll": 5,
                    "text": "**Crowbar**: d6 damage. Sometimes you just need to get the damn thing open!"
                  },
                  {
                    "roll": 6,
                    "text": "**Repellent**: Powerful stuff. Its faded label makes it unclear what it is actually meant to repel, though. Perhaps everything. 3 uses."
                  }
                ]
              }
            ]
          },
          {
            "id": "cutpurse",
            "name": "Cutpurse",
            "quote": "You live in the grey space between those who have power and those who don't. You find opportunity where others see only chaos. With nimble fingers, you unburden both the richest merchant and the lowliest guard.",
            "names": [
              "Arlo",
              "Lyra",
              "Eamon",
              "Salina",
              "Elara",
              "Freya",
              "Bull",
              "Sparrow",
              "Ivy",
              "Silas"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Twin Daggers (d6+d6, bulky)",
              "Padded Leather (1 Armor)",
              "Lockpicks",
              "Black Outfit (petty)"
            ],
            "tables": [
              {
                "name": "What was your last big job?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "A noble's summer home. The place was full of fancy wine (+20gp) but not much else. Take Fence Cutters."
                  },
                  {
                    "roll": 2,
                    "text": "A bank. (You were caught.) You bear a brand only visible by firelight, and anyone who sees the mark can ask you for a beer. Take Retractable Wires."
                  },
                  {
                    "roll": 3,
                    "text": "A guild warehouse. Take a Ladder (bulky, 10ft) and Blinding Powder (1 use)."
                  },
                  {
                    "roll": 4,
                    "text": "Moneylender. Someone beat you to the job but left behind a Scroll of Arcane Eye (petty). Arcane Eye: You can see through a magical floating eyeball that flies around at your command."
                  },
                  {
                    "roll": 5,
                    "text": "Constable's quarters. You escaped but left some friends behind. Take Strong Silk Rope (30ft) and a queasy feeling."
                  },
                  {
                    "roll": 6,
                    "text": "A university. You were seen but not pursued. You still don't know why. Take Smoke Pellets (3 uses)."
                  }
                ]
              },
              {
                "name": "What helps you steal?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Catring**: 2 charges. Climb up walls and fall safely. Recharge: Place the ring on a stray cat's tail."
                  },
                  {
                    "roll": 2,
                    "text": "**Gildfinger**: 1 charge. A finger glove that mimics any mundane key. Recharge: Bundle it with at least 100gp for a night."
                  },
                  {
                    "roll": 3,
                    "text": "**Glimpse Glass**: 3 uses. A monocle that lets you see through walls or other obstructions. It shatters after the last use."
                  },
                  {
                    "roll": 4,
                    "text": "**Sweetwhistle**: 1 charge. Listeners hear a soft, familiar voice in the distance that they cannot resist following. Recharge: Lose a dear memory. (Describe it.)"
                  },
                  {
                    "roll": 5,
                    "text": "**Vagrant's Veil**: 1 charge. Wear it to blend seamlessly into crowds, appearing as a simple pauper. Recharge: Donate the day's winnings to the poor. Petty."
                  },
                  {
                    "roll": 6,
                    "text": "**Reverse Teetotum**: 1 use. When spun, time skips backwards 30 seconds. Everyone remembers what happened."
                  }
                ]
              }
            ]
          },
          {
            "id": "fieldwarden",
            "name": "Fieldwarden",
            "quote": "Protectors of the harvest, defense against pests, thieves, and beasts. A position of great honor, while it lasts: many guardians do not live out their natural lives. Roll a second time on the Bonds table.",
            "names": [
              "Seed",
              "Thresh",
              "Dibber",
              "Sow",
              "Stalk",
              "Harrow",
              "Cobb",
              "Flax",
              "Briar",
              "Rye"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Brigandine (1 Armor, bulky)",
              "Sling (d6)",
              "Hand Axe (d6)",
              "Repellent (pick the type, 3 uses)"
            ],
            "tables": [
              {
                "name": "What got the better of you?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "A voracious swarm of pests that swallowed crops and animals alike. With nothing to defend, you left. Take Gale Seed Extract (3 uses). Ingesting it lets you sprint with a speed four times your regular rate. Afterward you add two Fatigue."
                  },
                  {
                    "roll": 2,
                    "text": "A crop spirit, angered by a poor tithing. The fires consumed nearly everything, and afterward you were able to gather a pouch of Fireseeds (d8, blast, 4 uses)."
                  },
                  {
                    "roll": 3,
                    "text": "An antlered, toothy demon that nearly ended you. Take a blood-stained Bone Knife (d6). On Critical Damage, its next attack becomes enhanced from contact with blood."
                  },
                  {
                    "roll": 4,
                    "text": "The Withering, a type of stem rot from the Roots. Take a Diseased Crop (6 uses) that quickly decays any plant it touches."
                  },
                  {
                    "roll": 5,
                    "text": "Wolves, or so you thought. You are now a Werewolf [8 HP, 15 STR, 14 DEX, claws (d6+d6), bite (d8)]. Your WIL remains the same. You can turn at will (once per day) but must make a WIL save to revert. Anyone left alive from your attacks must make a WIL save to avoid infection."
                  },
                  {
                    "roll": 6,
                    "text": "Crop thieves. Not all of them survived, but you were outnumbered. Start with +d4 HP and a Cusped Falchion (d8)."
                  }
                ]
              },
              {
                "name": "What tool saved your life?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Bloodvine Whip**: d8 damage. On Critical Damage, it drains the target's blood, granting the weapon's next attack the blast quality."
                  },
                  {
                    "roll": 2,
                    "text": "**Clatter Keeper**: A hand-cranked device that emits a loud noise, frightening away most creatures."
                  },
                  {
                    "roll": 3,
                    "text": "**Sun Stick**: Provides ample warmth and light for up to one hour. Recharge: Leave in heavy sunlight for a full day. 1 use."
                  },
                  {
                    "roll": 4,
                    "text": "**Root Tether**: When thrown, binds a creature as large as a wolf to the soil for a short time."
                  },
                  {
                    "roll": 5,
                    "text": "**Greenwhistle**: A small flute that calms plants, making passage through areas heavy with plant life a bit easier."
                  },
                  {
                    "roll": 6,
                    "text": "**Everbloom Band**: A circlet adorned with flowers that never wilt. On Critical Damage, the flowers dissolve into dust, but you act as if your save succeeded (STR loss still occurs)."
                  }
                ]
              }
            ]
          },
          {
            "id": "fletchwind",
            "name": "Fletchwind",
            "quote": "You strike from afar, but that does not make you a coward. You are a musician, the song of your bowstring naught but a warning, singing the silent promise of a quick death.",
            "names": [
              "Flint",
              "Feather",
              "Crier",
              "Thunder",
              "Falcon",
              "Pluck",
              "Needle",
              "Warsong",
              "Hawk",
              "Cai"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Bow (see table)",
              "Serrated Knife (d6)",
              "Boiled Leather (1 Armor)",
              "Heartroot Salve (restores 1d4 STR, 1 use)"
            ],
            "tables": [
              {
                "name": "How did you earn your bow?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**War**: If you are first to attack, your bow gains the blast property for the first round."
                  },
                  {
                    "roll": 2,
                    "text": "**Falconry**: You keep a falcon [3 hp, 5 STR, 16 DEX, 4 WIL, claws (d6+d6), bite (d8)]. It only eats live game."
                  },
                  {
                    "roll": 3,
                    "text": "**Hunting**: When taking the Supply action, your ability to secure Rations increases by one step (e.g. 1d4 becomes 1d6)."
                  },
                  {
                    "roll": 4,
                    "text": "**Tournaments**: Attacks with your bow are enhanced if the target is immobile."
                  },
                  {
                    "roll": 5,
                    "text": "**Training**: If you are the first to attack, melee attacks against you are impaired until you take STR damage."
                  },
                  {
                    "roll": 6,
                    "text": "**Scouting**: When taking the Travel action, your presence decreases the chance of getting lost by one step (e.g. 4-in-6 becomes 3-in-6)."
                  }
                ]
              },
              {
                "name": "What kind of wood is your bow made from?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Western Yew** (d6, bulky): Can be wielded as a blunt weapon (d6). Noisy."
                  },
                  {
                    "roll": 2,
                    "text": "**Sessile Oak** (d8, bulky): Slams into targets. On Critical Damage something is torn off."
                  },
                  {
                    "roll": 3,
                    "text": "**Stone Pine** (d6, bulky): Produces one use of Sticky Sap per day. The sap is highly explosive."
                  },
                  {
                    "roll": 4,
                    "text": "**White Ash** (d6, bulky): Can be used in place of a shield in melee combat (+1 Armor)."
                  },
                  {
                    "roll": 5,
                    "text": "**Striped Bamboo** (d6): Collapsible, it only requires one slot (but still requires both hands)."
                  },
                  {
                    "roll": 6,
                    "text": "**Wych Elm** (d6, bulky): Protects the bearer from poisons and toxins, so long as they are holding it."
                  }
                ]
              }
            ]
          },
          {
            "id": "foundling",
            "name": "Foundling",
            "quote": "An odd birthmark, a strange smell: somehow, the touch of elsewhere still lingers. Wherever you are, you have trouble fitting in. Roll on the Omens table (even if you're not the youngest player), but keep the results private for now.",
            "names": [
              "Faunus",
              "Snowdrop",
              "Wisp",
              "Silverdew",
              "Brim",
              "Solstice",
              "Steeleye",
              "Artea",
              "Gossamer",
              "Hazel"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Salt Pouch",
              "Heirloom Amulet (petty, glows in the presence of magic)",
              "Sling (d6)",
              "Dagger (d6)"
            ],
            "tables": [
              {
                "name": "Who took you in?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "An old hunter. You were both quite happy, until it all ended. Take a Weathered Longbow (d8, bulky) and a Leather Jerkin (1 Armor)."
                  },
                  {
                    "roll": 2,
                    "text": "A wizened apothecary, who taught you the healing arts but maintained a clinical detachment. Take a Healing Unguent (restores d4 STR, 1 use)."
                  },
                  {
                    "roll": 3,
                    "text": "A druid, who taught you the language of trees. When it came time to part, you took with you only a Gnarled Staff (d8) and left a promise that one day you would return."
                  },
                  {
                    "roll": 4,
                    "text": "A gruff blacksmith from a sleepy river town. You were always kept at arm's length. Now the forge is cold, and you've moved on. Take a Smith's Apron (petty) and a set of Oft-mended Chain Mail (2 Armor, bulky)."
                  },
                  {
                    "roll": 5,
                    "text": "A troupe of traveling entertainers. For a time, they were like family to you. One day you woke up and they were gone with no explanation. Take a Storybook, a Dagger (d6), and some burning questions."
                  },
                  {
                    "roll": 6,
                    "text": "The monks of a secluded forest monastery. When their rules became too strict, you snuck away. Take a Monk's Habit (warm, petty) and a Spellbook of Control Plants. Control Plants: Nearby plants and trees obey you and gain the ability to move at a slow pace. Leaves grow along the spine, and it smells faintly of decay."
                  }
                ]
              },
              {
                "name": "What keeps bad tidings at bay?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Pipeweed**: Your good luck charm. Conversations tend to flow more easily after a smoke. 6 uses."
                  },
                  {
                    "roll": 2,
                    "text": "**Stink Jar**: Shattering this jar releases an odor so foul all nearby must make a STR save or immediately vomit. 1 use."
                  },
                  {
                    "roll": 3,
                    "text": "**Ivy Worm**: A green worm often mistaken for a weed. Swallowed whole, it absorbs any toxins or rot in the body before exiting through the usual way."
                  },
                  {
                    "roll": 4,
                    "text": "**Dream Stone**: A smooth blue stone that helps recall dreams more clearly. Overuse can cause dream-addiction."
                  },
                  {
                    "roll": 5,
                    "text": "**Drowning Rod**: A finger-sized wooden stick that doubles in size each time it is fully submerged in water. It does not shrink down again."
                  },
                  {
                    "roll": 6,
                    "text": "**Rabbit's Foot**: You were wearing it when they found you. They say it is the foot of she who left you and that it protects you from witch magic. Petty."
                  }
                ]
              }
            ]
          },
          {
            "id": "fungal-forager",
            "name": "Fungal Forager",
            "quote": "You follow the whisperings of the deep earth, the rhythmic pulse of the mycelium forest that grows beneath the surface. The dark holds no terror for you. Also, you really love mushrooms.",
            "names": [
              "Unther",
              "Woozy",
              "Hilda",
              "Current",
              "Leif",
              "Ratan",
              "Mourella",
              "Lal",
              "Per",
              "Madrigal"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Sharpened Trowel (d6)",
              "Candle Helmet (+1 Armor, dim, 6 uses)",
              "Rope (25ft)",
              "Metal Pail"
            ],
            "tables": [
              {
                "name": "What strange fungus did you discover?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Shrieking Trumpet**: When exposed to light, it screams so loudly that all nearby attacks (including your own) are impaired. 2 uses."
                  },
                  {
                    "roll": 2,
                    "text": "**Torch Fungus**: When crushed, it creates a cold blue light for a short while. 2 uses."
                  },
                  {
                    "roll": 3,
                    "text": "**Murderous Truffle**: Pungent, highly toxic, and very rare (worth 50gp to assassins). Illegal pretty much everywhere. 1 use."
                  },
                  {
                    "roll": 4,
                    "text": "**Hellcap**: Exposure to its aroma causes intense nausea and vomiting. Either way, it clears the room. Bottled (1 use)."
                  },
                  {
                    "roll": 5,
                    "text": "**Sproutcup**: Ingest to shrink down to the size of a mouse. (Your belongings stay the same size.) You return to normal size within the hour, often in fits and starts. 1 use."
                  },
                  {
                    "roll": 6,
                    "text": "**Rootflower**: A white fungus found only on corpses deep underground. Ingest to restore d6 WIL. You will dream of the dead and their stories. 1 use."
                  }
                ]
              },
              {
                "name": "What keeps you sane, even in utter darkness?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Glowsnail**: Casts a soft, bioluminescent light. Feeds on one ration every two days."
                  },
                  {
                    "roll": 2,
                    "text": "**Silk Moth Shawl**: A weatherproof blanket, it can also douse a fire without being damaged."
                  },
                  {
                    "roll": 3,
                    "text": "**Milkflower**: A gentle stimulant. Chewing it makes you immune to panic for the next hour. 3 uses."
                  },
                  {
                    "roll": 4,
                    "text": "**Luxcompass**: Hums softly as it moves closer to the Sun. Eventually the noise becomes unbearably loud."
                  },
                  {
                    "roll": 5,
                    "text": "**Sloth-Tarp**: A tough and weatherproof fabric, useful for hanging off trees. When inside, you have +1 Armor."
                  },
                  {
                    "roll": 6,
                    "text": "**Miner's Grease**: Great for dislodging a gem, tool, or limb from a tight crack. Highly explosive. 3 uses."
                  }
                ]
              }
            ]
          },
          {
            "id": "greenwise",
            "name": "Greenwise",
            "quote": "You delve deep into the Wood, prying its secrets from between rough boughs and whispering leaves. To this verdant kingdom, you are no mere scholar but its confidant as well.",
            "names": [
              "Gunther",
              "Moss",
              "Fern",
              "Lichen",
              "Root",
              "Willow",
              "Sage",
              "Yarrow",
              "Rowan",
              "Ash"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Iron Pot",
              "Root Knife (d6)",
              "Healing Salve (restore 1d4 STR, 1 use)",
              "Twine Bauble (petty, Ward once per day)"
            ],
            "note": "Ward: A silver circle 50ft across appears on the ground. Choose one species that cannot cross it.",
            "tables": [
              {
                "name": "How has the Wood failed you?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "An ill-tempered forest spirit cursed you for stealing, marking you as an enemy of their kind. Take a Bezoar Stone. Ingesting it cures any poison (1 use, unless retrieved)."
                  },
                  {
                    "roll": 2,
                    "text": "A close friend disappeared into the forest. Now you see their face in any tea you brew. Take a Soporific Concoction (3 uses)."
                  },
                  {
                    "roll": 3,
                    "text": "You were poisoned, losing your sense of taste and smell. You can now withstand noxious fumes and always carry Antitoxin (2 uses)."
                  },
                  {
                    "roll": 4,
                    "text": "Your radical experiments turned your skin green, and you now gain nourishment as a plant. You don't need Rations, but a day without sufficient sunlight and water leaves you deprived."
                  },
                  {
                    "roll": 5,
                    "text": "Your impressive corpseflower won a local contest then promptly killed a judge. You fled, but not without the Prize Money (100gp) and a warrant for your arrest."
                  },
                  {
                    "roll": 6,
                    "text": "You created a restorative tincture that also causes accidental infertility. Take a Healing Potion that completely restores STR. Only you know of its unintended side-effects."
                  }
                ]
              },
              {
                "name": "What keeps you safe while in the Wood?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Amadou**: A vermilion fungus that catches fire quite easily. 3 uses."
                  },
                  {
                    "roll": 2,
                    "text": "**Delphinium**: Breathe water for up to one hour. 1 use, but can be divided into fractional doses."
                  },
                  {
                    "roll": 3,
                    "text": "**Tacky Stalk**: A woody reed that hardens into a permanent adhesive when chewed. 2 uses."
                  },
                  {
                    "roll": 4,
                    "text": "**Wisp Lantern**: Caged in wrought iron, provides a dim light so long as the wisp is able to feed on nearby pain and fear."
                  },
                  {
                    "roll": 5,
                    "text": "**Seed Bomb**: A canvas sack filled with seeds that explode on impact. d6 damage (blast, 3 uses)."
                  },
                  {
                    "roll": 6,
                    "text": "**Briarvine**: Entangles any creature up to horse size (STR to break free). Reusable."
                  }
                ]
              }
            ]
          },
          {
            "id": "half-witch",
            "name": "Half Witch",
            "quote": "Born of both the mortal world and the unseen, you are an enigma to some and feared by many. Yours is the tale of what happens when two worlds collide.",
            "names": [
              "Solena",
              "Veles",
              "Bryn",
              "Sabine",
              "Razvan",
              "Rowena",
              "Galen",
              "Nyx",
              "Vex",
              "Iwan"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Spellbook (Thicket: A thicket of trees and dense brush up to 50ft wide suddenly sprouts up. Wrapped in vines that must be destroyed again with each use.)",
              "Iron Dagger (d6)",
              "Herbs Pouch (restore 1 STR, 3 uses)",
              "Ghillie Suit"
            ],
            "tables": [
              {
                "name": "What did you bring back from the Unseelie Court?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "A Black Rose Fiddle (bulky). Its music causes intense sadness and immobility in nearby mortals. (Others are merely fascinated.) You don't know how to play."
                  },
                  {
                    "roll": 2,
                    "text": "Paper legs. You are extremely light, and can fall a few stories without getting hurt. Try to avoid tearing them or getting them wet."
                  },
                  {
                    "roll": 3,
                    "text": "A Living Nightmare that dwells within you but manifests whenever you are in danger. It has your same Attributes and HP and attacks with claws (d8+d8). It disappears on Critical Damage (take 1d4 WIL damage), re-appearing again on the next full moon."
                  },
                  {
                    "roll": 4,
                    "text": "A Raven Familiar [8 HP, 3 STR, 11 DEX, 13 WIL, beak (d6)]. It speaks as an intelligent being and is entirely devoted to you."
                  },
                  {
                    "roll": 5,
                    "text": "A Briar Thorn. It can pierce any organic material (quite painfully) but when removed leaves no trace of the intrusion."
                  },
                  {
                    "roll": 6,
                    "text": "A Fae creature's True Name. Use it to summon its owner for an act of great service, but only once. It could also fetch a hefty price, from the right buyer."
                  }
                ]
              },
              {
                "name": "What concoction do you carry, and what rare ingredients did you gather to make it?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Rebirth Ash**: Remnants of a bark spirit. Sprinkle to reignite a fire that has died or return to life a creature that has died only moments before. 3 uses."
                  },
                  {
                    "roll": 2,
                    "text": "**Glamour Feather**: Plume of a firebird. Can make any creature appear convincingly as someone (or something) else. 1 use."
                  },
                  {
                    "roll": 3,
                    "text": "**Hawthorn Seed**: An acorn from the other side, gathered on the spring equinox. When planted, it sprouts a luxurious shelter, collapsing at moonrise the next day. 1 use."
                  },
                  {
                    "roll": 4,
                    "text": "**Stonetree Sap**: Sap obtained in exchange for blood. Hardens when rubbed on any surface (+1 Armor). 3 uses."
                  },
                  {
                    "roll": 5,
                    "text": "**Nightdust Powder**: Made from the ritual burning of six owls. When tossed in the air, day turns to night for a short while. 2 uses."
                  },
                  {
                    "roll": 6,
                    "text": "**Hex Stone**: Gathered from a river that flows from the other side. Removed from its iron tin, it can absorb the effects of an active magical effect. If destroyed, the magic is released. 1 use."
                  }
                ]
              }
            ]
          },
          {
            "id": "hexenbane",
            "name": "Hexenbane",
            "quote": "You are a mere digit on the unerring hand of justice. You go where others fear to tread, unyielding and unbroken.",
            "names": [
              "Percival",
              "Felix",
              "Isolde",
              "Wolfram",
              "Aldric",
              "Eira",
              "Oswin",
              "Ivor",
              "Brunhilda",
              "Beatrix"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Vestments of the Order (petty)",
              "Blessed Tinctures",
              "Silver Knife (d6)",
              "Crossbow (d8, bulky)"
            ],
            "tables": [
              {
                "name": "To which order do you belong?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Order of the Crossroads**: Take a Pocket Leyfinder. It points to nearby ley lines and other sources of arcane power. If you lose it, the punishment is death."
                  },
                  {
                    "roll": 2,
                    "text": "**Order of the Bleeding Star**: Take a Star-Iron Mace (d8). It shines faintly in darkness and becomes very hot in the presence of witchcraft."
                  },
                  {
                    "roll": 3,
                    "text": "**Order of the Glass Sigil**: Take a short sword (d8) and chainmail (2 Armor, bulky). You have contacts in most towns (the more rural, the better) willing to provide aid, food, or even weapons."
                  },
                  {
                    "roll": 4,
                    "text": "**Order of the Blank Eye**: Take a Voidglass Shard. Peer through it to see invisible marks, creatures, and other magical effects. Lose the use of your eye for an hour afterwards (you are deprived)."
                  },
                  {
                    "roll": 5,
                    "text": "**Order of Canaas**: Once per day, you can change into a wolf. Take a Quicksilver Chain. Without it, you are unable to shift back."
                  },
                  {
                    "roll": 6,
                    "text": "**Order of the Silent Veil**: Take a Quell Stone (2 uses) wrapped in burlap. Extinguishes any nearby flames once exposed to air."
                  }
                ]
              },
              {
                "name": "What was your vow?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Honesty**: Choose a weapon type (blunt, blade, etc). Attacks against you of this type are impaired. If your vow is broken, you lose d4 WIL."
                  },
                  {
                    "roll": 2,
                    "text": "**Poverty**: You carry the Disassemble Spellbook. Only you can use it. If your vow is broken, it explodes (d12 STR damage). Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. Regenerates any torn or defaced pages."
                  },
                  {
                    "roll": 3,
                    "text": "**Selflessness**: You are immune to mind-altering magical effects, such as charm, hatred, frenzy, and so on. If you break this vow, you lose d6 WIL."
                  },
                  {
                    "roll": 4,
                    "text": "**Mercy**: Choose a weapon type (blunt, blade, etc). Attacks with this weapon are enhanced. If your vow is broken, you can never use that weapon type again."
                  },
                  {
                    "roll": 5,
                    "text": "**Charity**: Once per day you can shrug off a Fatigue. If your vow is ever broken, you permanently lose one inventory slot."
                  },
                  {
                    "roll": 6,
                    "text": "**Valor**: The first time you inflict Critical Damage, you receive +d4 HP, returning to the previous limit at the end of combat. If your vow is broken, you die."
                  }
                ]
              }
            ]
          },
          {
            "id": "jongleur",
            "name": "Jongleur",
            "quote": "What inspires the soul more than song, words, and spectacle? Why practice for years to master the arcane when you've already got real magic inside?",
            "names": [
              "Jax",
              "Selene",
              "Baladria",
              "Ada",
              "Mort",
              "Saylor",
              "Tripp",
              "Lantos",
              "Echo",
              "Jubilo"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Costume",
              "Simple Instrument (Pipes, Lute, etc.)",
              "Lucky Jerkin (+1 Armor)",
              "Sling (d6)"
            ],
            "tables": [
              {
                "name": "What happened at your final performance?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "Despite your training in the deadly arts, an actor died and you were blamed. Take a light-weight Rapier (d6) and a false identity."
                  },
                  {
                    "roll": 2,
                    "text": "The crowd loved your catchy tune about a noble and his romantic failings. The noble in question, not so much. Take the Read Mind Spellbook and a warrant for your arrest. Read Mind: You can hear the surface thoughts of nearby creatures. Long-term possession can cause the reader to mistake the thoughts of others as their own."
                  },
                  {
                    "roll": 3,
                    "text": "Your debut composition reduced the audience to a gibbering mess, murmuring of bright creatures descending from the night sky. Later you noticed that the notes resembled stellar constellations. Take a Book On Astronomy, and a lot of questions."
                  },
                  {
                    "roll": 4,
                    "text": "You mocked a forgotten trickster god and were cursed for it. You speak only in perfect rhyme. Ironically, this has only made you more popular among your peers. Take a Thesaurus (20gp). Without it, you are deprived."
                  },
                  {
                    "roll": 5,
                    "text": "You were scarred in an on-stage accident. The crowd cheered, thinking it was part of the act. Take well-worn Stage Mail (1 Armor), a memorable scar, and a fear of applause."
                  },
                  {
                    "roll": 6,
                    "text": "Your respectable puppeteering skills were matched only by your mimicry. You were so good you were branded a witch (literally) and banished. Take an Uncanny Hand-Puppet and a Rabbit Skull (petty) that protects against charms."
                  }
                ]
              },
              {
                "name": "What trinket were you unable to leave behind?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**False Cuffs**: Comfortable, realistic-looking cuffs. Only you know the trick to get out of them."
                  },
                  {
                    "roll": 2,
                    "text": "**Pocket Theatre**: A set of small puppets and a folding stage. Good for quick distractions."
                  },
                  {
                    "roll": 3,
                    "text": "**Ghost Violin**: A dark-gray violin that plays a haunting tune, mirrored by an invisible, distant twin."
                  },
                  {
                    "roll": 4,
                    "text": "**Tragic Tales**: Banned in proper company, this book becomes less bawdy and more harrowing towards the end. Worth 100gp."
                  },
                  {
                    "roll": 5,
                    "text": "**Mythos Mask**: A plaster mask that allows one to take on a monster's countenance. Once it comes off, add a Fatigue."
                  },
                  {
                    "roll": 6,
                    "text": "**Rebreak Glass**: A wine flute that can be broken multiple times, reforming after 24 hours. Makes a really loud noise."
                  }
                ]
              }
            ]
          },
          {
            "id": "kettlewright",
            "name": "Kettlewright",
            "quote": "You are known by the smell of molten metal and the jingle of tin. You are no mere merchant but an artisan of fire and metal.",
            "names": [
              "Fergus",
              "Eon",
              "Bram",
              "Idris",
              "Hester",
              "Darragh",
              "Seren",
              "Rónán",
              "Berek",
              "Lorenz"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Pincers",
              "Roll of Tin",
              "Gloves (petty)",
              "Hammer (d6)"
            ],
            "tables": [
              {
                "name": "What is your trade?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "You build small contraptions for local guilds (and don't ask too many questions). Take an extra 40gp and a wanted poster with your face on it. Given time and materials, you can open almost any door or vault."
                  },
                  {
                    "roll": 2,
                    "text": "You deal in home goods and tools, hawking your wares to townspeople across the lands. Take 20gp worth of items from the gear table. You are fluent in the Traveler's Cant."
                  },
                  {
                    "roll": 3,
                    "text": "You were a military smelter, before peace destroyed your livelihood. Take a smelting hammer (d10, bulky) and a tin helm (+1 Armor). Given time and adequate materials, you can repair armor."
                  },
                  {
                    "roll": 4,
                    "text": "You sell rare and quality items to monasteries and nobles alike. Take a Spyglass, a Necklace (petty) worth 20gp, and a Scroll of Mirrorwalk (petty)."
                  },
                  {
                    "roll": 5,
                    "text": "You offer protection as a service, quietly watching for threats as money exchanges hands. You start with +d4 HP, and carry a Long Sword (d10, bulky) and a Gambeson (+1 Armor)."
                  },
                  {
                    "roll": 6,
                    "text": "You scavenge raw tin and iron from battlefields, pulling teeth from still-twitching corpses. Start with a young Donkey (+4 slots, slow), a Crossbow (d8 damage, bulky), and a Saw (d6)."
                  }
                ]
              },
              {
                "name": "What never fails to get you out of trouble?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Fire Eggs**: Six small pellets made of sea salt, wood, and crockery-dust. They explode at low heat (d8, blast) but the flames dissipate quickly."
                  },
                  {
                    "roll": 2,
                    "text": "**Black Tar**: Versatile: both sticky and highly flammable. 3 uses."
                  },
                  {
                    "roll": 3,
                    "text": "**Spiked Boots**: Cracks heads (d8) as easily as it does ice and muck. Travel is also a bit slower, but easier."
                  },
                  {
                    "roll": 4,
                    "text": "**Tinker's Paste**: Seals shut any fist-sized opening. 3 uses."
                  },
                  {
                    "roll": 5,
                    "text": "**Fireworks**: A dazzling albeit dangerous display. Enough explosive material to blow off a finger or three. 2 uses remain."
                  },
                  {
                    "roll": 6,
                    "text": "**Carrion Cat**: A clever pet, small enough to hide in your pack (bulky), but strong enough to scare off smaller predators. Requires one Ration a day, and it must be meat."
                  }
                ]
              }
            ]
          },
          {
            "id": "marchguard",
            "name": "Marchguard",
            "quote": "Bound by blood Oath to patrol the border and protect the realm. Once sworn, the Oath cannot be broken. The Guard always finds their own.",
            "names": [
              "Gann",
              "Light",
              "Saoirse",
              "Frost",
              "Thorn",
              "Reed",
              "Dirk",
              "Ragnar",
              "Brie",
              "Aasim"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Lantern",
              "Oil Can (6 uses)",
              "Long Sword (d10, bulky)",
              "Boiled Leather (1 Armor)"
            ],
            "tables": [
              {
                "name": "Why did you take the Oath?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "Your family has a long tradition of serving, and you were trained from an early age on how to survive in the wild. When taking the Supply action, your yield increases by one step (e.g. 1d4 becomes 1d6)."
                  },
                  {
                    "roll": 2,
                    "text": "As a convict, the Oath was simply a means of avoiding punishment. Take a set of Lockpicks and the Key (petty) to a safehouse."
                  },
                  {
                    "roll": 3,
                    "text": "Noble-born, you joined to escape family trouble. Take a Goosefelt Tarp (fits two) that you stole before leaving home."
                  },
                  {
                    "roll": 4,
                    "text": "When your family lost everything, you took the Oath to avoid becoming a burden. Take extra Rations (3 uses) and a brace of Throwing Knives (d6)."
                  },
                  {
                    "roll": 5,
                    "text": "Your life was saved by a member of the Marchguard, and you were inspired to join their ranks. Take a Snare Trap and a Sketchbook filled with detailed drawings."
                  },
                  {
                    "roll": 6,
                    "text": "You were in a dark place and decided that your life needed a little direction. You're still not so sure it was the right choice. Take an Oilskin Coat and Mapping Paper."
                  }
                ]
              },
              {
                "name": "What do you carry as proof of your Oath?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Impressive Pin**: A metal badge of honor from the Guard. It can open doors but leaves a trail. Petty."
                  },
                  {
                    "roll": 2,
                    "text": "**Oath Compass**: Points not towards North, but instead to the nearest member of the Guard. It also lets you know when they're getting close."
                  },
                  {
                    "roll": 3,
                    "text": "**Pullstones**: Two jet-black stones. When separated, the stones will always roll toward one another."
                  },
                  {
                    "roll": 4,
                    "text": "**Fireflask**: Highly alcoholic, yet strangely delicious. When thrown, it creates a wall of flames 10ft high that burns out after a few minutes. 1 use."
                  },
                  {
                    "roll": 5,
                    "text": "**Pain Band**: Touch an injured creature to transfer their wounds to you. (Exchange their lost STR with your own.) Recharge: Wear the ring while in perfect health. You will lose 1 STR, permanently. Petty."
                  },
                  {
                    "roll": 6,
                    "text": "**Poacher's Woe**: Strongly-scented arrows (3 uses). The scent is powerful enough to track with ease."
                  }
                ]
              }
            ]
          },
          {
            "id": "mountebank",
            "name": "Mountebank",
            "quote": "Wits are your sharpest weapon, a facade your strongest shield. But when you do lose, you lose badly.",
            "names": [
              "Ambrose",
              "Lucius",
              "Beauregard",
              "Cornelius",
              "Aria",
              "Toph",
              "Indigo",
              "Delphine",
              "Solene",
              "Noa"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Cart (+4 slots, bulky when pulled)",
              "Trick Playing Cards",
              "Fancy Hat (petty)",
              "Cane Sword (d6)"
            ],
            "tables": [
              {
                "name": "How was your fraud exposed?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "Your \"patients\" kept reporting miraculous recoveries, despite your lack of training. Start with Bandages (3 uses) and a knack for healing."
                  },
                  {
                    "roll": 2,
                    "text": "After seducing a wealthy patron, their family hired a criminal gang to retrieve you. You got away and need to lay low. Start with Beauty Cream, 2 uses. Apply to appear irresistibly beautiful for the next 12 hours."
                  },
                  {
                    "roll": 3,
                    "text": "You were a peddler of fake prophesies, but when one turned out to be true, it drew unwanted attention. Roll on the Omens table, but keep the result to yourself. Start with a concealable Knife (d6, petty)."
                  },
                  {
                    "roll": 4,
                    "text": "Your latest stunt destroyed a priceless artifact and injured a dozen bystanders. Start with a Captain's Uniform (petty), a Ceremonial Sword (harmless, 60gp), and a Bouquet of Flowers."
                  },
                  {
                    "roll": 5,
                    "text": "You were cursed by a hedgewitch for fooling some innocent village folk. Magic acts unpredictably in your hands (WIL save to avoid disaster). If you are the target of magic, the same applies to its wielder."
                  },
                  {
                    "roll": 6,
                    "text": "Your \"seances\" with the dead were in actuality a ruse involving a cleverly hidden spellbook of Auditory Illusion. Inevitably, a patron discovered your secret. Start with the Spellbook and a bundle of scarves. Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice. Produces random and occasionally inopportune sounds throughout the day."
                  }
                ]
              },
              {
                "name": "What keepsake could always identify you?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Royal Crest**: Born into royalty, you chose a different life. The crest grants you access but also alerts your family of your whereabouts. Petty."
                  },
                  {
                    "roll": 2,
                    "text": "**Miracle Oil**: A smelly, slippery concoction. 2 uses."
                  },
                  {
                    "roll": 3,
                    "text": "**Surgeon's Soap**: A lye and ash block that makes skin temporarily transparent, revealing the anatomy within. 4 uses."
                  },
                  {
                    "roll": 4,
                    "text": "**Goat Powder**: Derived from the placenta of a baby goat. Temporarily cures any affliction, but symptoms return within hours."
                  },
                  {
                    "roll": 5,
                    "text": "**Cursed Sapphire**: Worth 200gp, it noticeably returns to your pocket shortly after you spend it. You can't seem to get rid of it."
                  },
                  {
                    "roll": 6,
                    "text": "**Alchemical Tattoo**: A dog, cat, or bird that can leave your body on demand. It follows your commands to the best of its abilities and can pass its injuries (as STR loss) back onto you. Petty."
                  }
                ]
              }
            ]
          },
          {
            "id": "outrider",
            "name": "Outrider",
            "quote": "Your coin comes from escorting caravans, tracking fugitives, or lending your blade to a cause. You've been a savior, an executioner, a hero, and even a villain. Yours is not a solitary path, however: you'll always have your horse.",
            "names": [
              "Drake",
              "Cyra",
              "Keir",
              "Darius",
              "Valen",
              "Rorik",
              "Yara",
              "Rui",
              "Talon",
              "Jory"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Long Sword (d10, bulky)",
              "Leather Jerkin (1 Armor)",
              "Crossbow (d8, bulky)",
              "Spyglass"
            ],
            "tables": [
              {
                "name": "What personal code or principle do you uphold?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**No innocent blood**: No bystander will come to harm on your watch. Take a Steadymade Buckler (+1 Armor). While holding this shield, you cannot be moved so long as both feet are planted on firm ground."
                  },
                  {
                    "roll": 2,
                    "text": "**Revere the tools of death**: Weapons are to be respected and maintained. Take a Wyrmbone Whetstone. Following a half-hour ritual sharpening, attacks with the weapon are enhanced until STR damage is dealt."
                  },
                  {
                    "roll": 3,
                    "text": "**To the death, always**: You never back down from a fight, no matter the odds. Take a Death-Whistle, 1 charge. Its scream frightens away all who hear it (save WIL or flee). Recharge: Capture the final breath of a dying warrior."
                  },
                  {
                    "roll": 4,
                    "text": "**Revere the dead**: Death is a journey we all take, and it deserves respect. Take an extra 30gp. You always place two gold pieces on the eyelids of a slain foe. Somehow, you always find the coin."
                  },
                  {
                    "roll": 5,
                    "text": "**Loyalty to the work**: Your word is your bond. Once you've accepted a job, you see it through to the end. Take a weathered Tally Stick. Once a vow is marked onto its face, the stick hardens (d8) until it is complete. The stick will snap in half if the vow is ever broken."
                  },
                  {
                    "roll": 6,
                    "text": "**Always pay your debts**: You always repay what you owe, whether in coin or in kind. You expect nothing less from all others. Take a Blacked-Out Ledger, then roll a second time on the Bonds table."
                  }
                ]
              },
              {
                "name": "What breed is your horse?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Heavy Destrier**: A beast built for war, an imposing creature. 8 HP, 1 Armor, hooves (d10+d10), +2 slots."
                  },
                  {
                    "roll": 2,
                    "text": "**Blacklegged Dandy**: Hardy and adaptable. Tough or Perilous terrain are one step easier. 6 HP. +4 slots."
                  },
                  {
                    "roll": 3,
                    "text": "**Rivertooth**: Impressively strong, capable of carrying heavy loads. 4 HP. +6 slots (only +2 slots if carrying two people)."
                  },
                  {
                    "roll": 4,
                    "text": "**Piebald Cob**: Intelligent, it can understand simple commands and even has an instinct for danger. 6 HP. +4 slots."
                  },
                  {
                    "roll": 5,
                    "text": "**Linden White**: Highly trained and agile, it can perform intricate maneuvers in a time of need (no DEX save to flee). 4 HP. +3 slots."
                  },
                  {
                    "roll": 6,
                    "text": "**Stray Fogger**: Wild but very fast (even in Tough terrain). Rides light. 4 HP. +2 slots."
                  }
                ]
              }
            ]
          },
          {
            "id": "prowler",
            "name": "Prowler",
            "quote": "You are a specter in the night, a fleeting shadow that slips by its prey, unseen. Each kill is a test of cunning and animal determination, a contest between life and death. You know that one day you will lose. You look forward to it.",
            "names": [
              "Winda",
              "Brielle",
              "Theron",
              "Chayse",
              "Nuja",
              "Dev",
              "Raven",
              "Arawan",
              "Sable",
              "Baruani"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Tarp",
              "Boiled Leather (1 Armor)",
              "Short Sword (d6)",
              "Spring-Loaded trap (4 STR damage)"
            ],
            "tables": [
              {
                "name": "What did you last hunt?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "A mock firefly, baiting water carriers with its glowing lure. Take an Alchemical Limb (d8, petty when worn) to replace the one it tore off and an Oil Can (6 uses). The limb is immune to heat and poison. Needs to be oiled daily."
                  },
                  {
                    "roll": 2,
                    "text": "An ice nettle, trapping and draining sheep. You lost your commission when the fungus you introduced killed half the flock. Take a Rime Seed (1 use). It freezes any body of water, no matter the size. Don't eat it."
                  },
                  {
                    "roll": 3,
                    "text": "A silver marsh crawler that killed someone close to you. You now carry its Tooth (petty) on a chain around your neck as a warning to others of its kind. The tooth hums softly when something is stalking you."
                  },
                  {
                    "roll": 4,
                    "text": "A malicious forest spirit that poisoned a homestead. You saved a Heartseed from the roots of a dying tree. (Plant it to create a new forest.) Also, take Iron Bracers (+1 Armor, bulky)."
                  },
                  {
                    "roll": 5,
                    "text": "A hollow wolf that had been frightening travelers. You took pity on the half-starved creature and nursed it back to health. Now it is loyal to you unto death. It is also a great tunneler. 5 HP, 11 STR, 13 DEX, 8 WIL, teeth (d6)."
                  },
                  {
                    "roll": 6,
                    "text": "An azure warbler. The gametes attract a sizeable profit, if properly extracted. You succeeded but left its nest to the wolves. Take a Paring Knife (d6), an extra 20gp, and a pang of regret."
                  }
                ]
              },
              {
                "name": "What tool is always in your pack?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Fermented Spirits**: Keeps you warm at the best of times and as an explosive at the worst. 3 uses."
                  },
                  {
                    "roll": 2,
                    "text": "**Trail Shaker**: A noisy instrument that reveals nearby trails, even when deeply hidden."
                  },
                  {
                    "roll": 3,
                    "text": "**Drowse Balm**: A wax bar. If boiled in water, the steam acts as a soporific agent."
                  },
                  {
                    "roll": 4,
                    "text": "**Spike and Cord**: For traversing difficult terrain or for creating makeshift traps and structures."
                  },
                  {
                    "roll": 5,
                    "text": "**Iron Rattle**: A noisemaker for distracting or scaring your quarry. Sounds convincingly like a snake."
                  },
                  {
                    "roll": 6,
                    "text": "**Hardening Glue**: Makes any flat material (cloth, leather, sand) as hard as stone. Expensive (20gp a bottle, 3 uses)."
                  }
                ]
              }
            ]
          },
          {
            "id": "rill-runner",
            "name": "Rill Runner",
            "quote": "You sing the stories of rivers and lakes, your talents soothing friends and the elements alike. You've seen more than most, but somehow it never seems to be enough.",
            "names": [
              "Gale",
              "Piper",
              "Brook",
              "Adair",
              "Stone",
              "Dale",
              "Wren",
              "Cliff",
              "Rain",
              "Robin"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Water Shoes",
              "Brigandine (1 Armor, bulky)",
              "Compass",
              "Dagger (d6)"
            ],
            "tables": [
              {
                "name": "What songs are you best known for?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "The Tinker's Two-Step. A humorous fairy tale about a gift-giving traveler. Start with a Reed Whistle. Anyone in earshot must pass a WIL save to perform an act of violence."
                  },
                  {
                    "roll": 2,
                    "text": "The Sylph and Her Lover. A bawdy tale of lost love. Start with a Breeze Knot (3 charges). Creates a strong breeze. Recharge: Tie it to a mast during a storm."
                  },
                  {
                    "roll": 3,
                    "text": "Harper's Devotion. A sad, short tale about a musician that falls in love with a star. Start with a Celestial Lute. Reveals the constellations above, no matter the weather."
                  },
                  {
                    "roll": 4,
                    "text": "The Reed Fisher. A celebrated song about a massive carp that always seems to get away. Begin with a spool of River Twine (5 uses). Each dip into the river guarantees a catch, though it might not be pleasant."
                  },
                  {
                    "roll": 5,
                    "text": "Song of the Silver Stream. A wordless lullaby that mimics flowing water. Take a Stone Flute that can calm almost any river."
                  },
                  {
                    "roll": 6,
                    "text": "The Thrush and the Meadow. A moody tale told in alternating chorus. Start with a Feather Quill (1 use, petty). A map drawn with this quill reveals the most expedient course between any two points."
                  }
                ]
              },
              {
                "name": "What pays your way across the land?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Performance**: Performing at taverns always yields both room and board. Sometimes you even get tips! Start with an extra 10gp."
                  },
                  {
                    "roll": 2,
                    "text": "**Bodyguard**: You are a protector for those afraid to travel alone. Start with a Rapier (d8)."
                  },
                  {
                    "roll": 3,
                    "text": "**Wares**: You buy low and sell high, always making just enough to get by. Take a single item worth 20gp (or less) from the gear table."
                  },
                  {
                    "roll": 4,
                    "text": "**Transport**: You deliver \"delicate\" packages throughout the lands. You have at least one contact in any major town."
                  },
                  {
                    "roll": 5,
                    "text": "**Sailor's Friend**: Over troubled waters and dangerous winds, you always make sure a ship reaches its destination. For you, passage is always free."
                  },
                  {
                    "roll": 6,
                    "text": "**Guide**: You shepherd caravans and travelers across water-soaked lands. Start a map (petty) relevant to your next journey."
                  }
                ]
              }
            ]
          },
          {
            "id": "scrivener",
            "name": "Scrivener",
            "quote": "You copy ancient texts and illuminate manuscripts, recording the voices of the clever, the great, and the powerful. You will prove that the pen truly is mightier than the sword.",
            "names": [
              "Lazlo",
              "Stilo",
              "Akshara",
              "Pisa",
              "Ji-Yun",
              "Kalamos",
              "Hugo",
              "Shui",
              "Kalam",
              "Julius"
            ],
            "starting_gear": [
              "3d6 Gold Pieces",
              "Rations (3 uses)",
              "Torch (3 uses)",
              "Quill & Ink",
              "Blank Book",
              "Awl (d6)",
              "Badge (petty)"
            ],
            "tables": [
              {
                "name": "What work did you keep for yourself?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**The Wild Tongue**: A bundle of leather-bound scrolls. A seminal work, cataloging the hidden languages of beasts and how to understand them."
                  },
                  {
                    "roll": 2,
                    "text": "**The Silent Symphony**: Bound in fluorescent wrap. Very rare, it chronicles the subtle signs used by those employing invisibility magic."
                  },
                  {
                    "roll": 3,
                    "text": "**A Treatise on the Abyss**: A nondescript black book. An in-depth, largely theoretical text describing the Roots, as well as information about the location of a nearby Gate."
                  },
                  {
                    "roll": 4,
                    "text": "**The Star Waltz**: A comet-shaped clasp bound in a fine leather cover. Detailed astronomical charts, celestial movements, and stellar festivals. Highly valued (100gp) for its usefulness to travelers."
                  },
                  {
                    "roll": 5,
                    "text": "**The Cathedral and the Canopy**: Large-leaf binding over vellum. Nominally a children's storybook, the margins detail information about traveling, eating, and sleeping in the cloud forests."
                  },
                  {
                    "roll": 6,
                    "text": "**Garden of Glass**: Bound in the cover of another book. A heretical work, it describes the materials, procedures, and optimal locations required to open a Gate."
                  }
                ]
              },
              {
                "name": "How do you transcribe sensitive information?",
                "roll": "1d6",
                "entries": [
                  {
                    "roll": 1,
                    "text": "**Fib Ink**: Glows when used to write true statements but fades if used to write false ones."
                  },
                  {
                    "roll": 2,
                    "text": "**Cipher Stone**: A pair of sharp black stones. Each one decrypts any message written by the other."
                  },
                  {
                    "roll": 3,
                    "text": "**Everquill**: A quill that writes on any surface. You still need ink. Petty."
                  },
                  {
                    "roll": 4,
                    "text": "**Whisper Vial**: Whisper a message into the vial, and it will play it back to whoever opens it next."
                  },
                  {
                    "roll": 5,
                    "text": "**Sanguine Lens**: Extracts blood from a target without their knowledge. A stolen drop placed on the eye reveals memories from the past day."
                  },
                  {
                    "roll": 6,
                    "text": "**Echo Leaf**: A blank parchment. Whomever unfurls it sees their actions of the day slowly revealed in a tight scrawl. Petty."
                  }
                ]
              }
            ]
          }
        ]
      },
      "bestiary": {
        "label": "Bestiary",
        "color": "#8d2e2e",
        "displayField": "name",
        "searchFields": [
          "name",
          "traits"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{stat_line}",
            "HP {hp} · Armor {armor}"
          ],
          "stats": "STR {str} DEX {dex} WIL {wil}",
          "description": "traits"
        },
        "linkPath": null,
        "count": 84,
        "items": [
          {
            "id": "acolyte",
            "name": "Acolyte",
            "stat_line": "4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, ceremonial dagger (d6)",
            "hp": 4,
            "armor": 1,
            "str": 8,
            "dex": 11,
            "wil": 14,
            "attacks": [
              "ceremonial dagger (d6)"
            ],
            "detachment": false,
            "traits": [
              "Holy servants bound to a particular deity. Typically travel in groups of four or more.",
              "Carry a holy symbol (_Ward_ once per day)."
            ]
          },
          {
            "id": "aranea",
            "name": "Aranea",
            "stat_line": "6 HP, 13 STR, 12 DEX, 15 WIL, bite (d8)",
            "hp": 6,
            "armor": null,
            "str": 13,
            "dex": 12,
            "wil": 15,
            "attacks": [
              "bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Enormous spiders with greenish-black skin and large brains. Can shape shift into human form at will.",
              "Conduct their magical research in dark, web-filled caverns. Carry the _Charm_ and _Command_ spellbooks at all times.",
              "Fire damage against Aranea is _enhanced_."
            ]
          },
          {
            "id": "bandit",
            "name": "Bandit",
            "stat_line": "4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)",
            "hp": 4,
            "armor": 1,
            "str": 12,
            "dex": 12,
            "wil": 9,
            "attacks": [
              "short sword (d6) or short bow (d6)"
            ],
            "detachment": false,
            "traits": [
              "Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a _detachment_.",
              "A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).",
              "**Loyal**: When testing Morale, save using the leader's WIL (13). If the leader dies, the others will flee."
            ]
          },
          {
            "id": "banshee",
            "name": "Banshee",
            "stat_line": "8 HP, 6 STR, 12 DEX, 15 WIL, ghostly touch (d8)",
            "hp": 8,
            "armor": null,
            "str": 6,
            "dex": 12,
            "wil": 15,
            "attacks": [
              "ghostly touch (d8)"
            ],
            "detachment": false,
            "traits": [
              "Incorporeal spirits that linger long after death to haunt the living.",
              "Unharmed by cold, heat, or the elements. Iron weapon damage is _enhanced_.",
              "**Wail**: Anyone in earshot must make a WIL save or fall unconscious."
            ]
          },
          {
            "id": "basilisk",
            "name": "Basilisk",
            "stat_line": "10 HP, 1 Armor, 12 STR, 13 DEX, 13 WIL, bite (d10)",
            "hp": 10,
            "armor": 1,
            "str": 12,
            "dex": 13,
            "wil": 13,
            "attacks": [
              "bite (d10)"
            ],
            "detachment": false,
            "traits": [
              "Long, serpentine lizards that nest deep below the earth or in brambles just underfoot.",
              "Fighting a **Basilisk** without meeting its gaze is difficult. (Attacks facing it are _impaired_.)",
              "**Gaze**: A target facing the Basilisk is slowly petrified from the bottom up and completely frozen after three rounds. An antidote can be brewed from the Basilisk's gizzards. The creature's reflection is harmless."
            ]
          },
          {
            "id": "blink-dog",
            "name": "Blink Dog",
            "stat_line": "5 HP, 11 STR, 14 DEX, 5 WIL, bite (d6)",
            "hp": 5,
            "armor": null,
            "str": 11,
            "dex": 14,
            "wil": 5,
            "attacks": [
              "bite (d6)"
            ],
            "detachment": false,
            "traits": [
              "Teleporting canines in service of a powerful master.",
              "Can phase out of reality at will. Melee attacks against them are _impaired_."
            ]
          },
          {
            "id": "blood-elk",
            "name": "Blood Elk",
            "stat_line": "4 HP, 12 STR, 13 DEX, 5 WIL, horns (d8)",
            "hp": 4,
            "armor": null,
            "str": 12,
            "dex": 13,
            "wil": 5,
            "attacks": [
              "horns (d8)"
            ],
            "detachment": false,
            "traits": [
              "Born from violence resulting from a greedy or selfish act.",
              "Kill their victims for sustenance, but gains no succor. They are always hungry.",
              "**Critical Damage**: Gores its victims by ripping out their entrails."
            ]
          },
          {
            "id": "boggart",
            "name": "Boggart",
            "stat_line": "3 HP, 4 STR, 17 DEX, 13 WIL",
            "hp": 3,
            "armor": null,
            "str": 4,
            "dex": 17,
            "wil": 13,
            "attacks": [],
            "detachment": false,
            "traits": [
              "Wild, hairy tricksters that prize shiny trinkets above coin.",
              "Boggarts have true names that describe their true nature. Knowing these names gives a person control over them.",
              "**Magic**: The Boggart can _bring objects to life_, _sow confusion_, _create magical disguises_, use _telekinesis_, and _teleport_."
            ]
          },
          {
            "id": "bone-construct",
            "name": "Bone Construct",
            "stat_line": "8 HP, 3 Armor, 15 STR, 5 DEX, 3 WIL, sharpened arms (d8+d8), _detachment_",
            "hp": 8,
            "armor": 3,
            "str": 15,
            "dex": 5,
            "wil": 3,
            "attacks": [
              "sharpened arms (d8+d8)"
            ],
            "detachment": true,
            "traits": [
              "Gigantic, four-armed constructs made of bone and sorcery.",
              "Mindless guardians that stand ready to attack any creature other than their creator."
            ]
          },
          {
            "id": "bugbear",
            "name": "Bugbear",
            "stat_line": "8 HP, 1 Armor, 14 STR, 12 DEX, 11 WIL, club (d8)",
            "hp": 8,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 11,
            "attacks": [
              "club (d8)"
            ],
            "detachment": false,
            "traits": [
              "Large, goblin-like creatures covered in fur.",
              "Prefer stealth and trickery to gain an advantage.",
              "Often command parties of like creatures (typically goblins)."
            ]
          },
          {
            "id": "burrowing-horror",
            "name": "Burrowing Horror",
            "stat_line": "6 HP, 1 Armor, 16 STR, 11 DEX, 4 WIL, bite (d10), acid squirt (d8, _blast_)",
            "hp": 6,
            "armor": 1,
            "str": 16,
            "dex": 11,
            "wil": 4,
            "attacks": [
              "bite (d10)",
              "acid squirt (d8, _blast_)"
            ],
            "detachment": false,
            "traits": [
              "Huge insectoids with multiple legs and shiny black eyes. Subsist from dirt, roots, and flesh.",
              "Burrow just beneath surfaces to ambush unsuspecting creatures.",
              "**Critical Damage**: Target loses a body part. Roll 1d6. 1: Head, 2-4: Leg, 5-6: Arm."
            ]
          },
          {
            "id": "cave-locust",
            "name": "Cave Locust",
            "stat_line": "2 HP, 6 STR, 12 DEX, 3 WIL, bite (d6)",
            "hp": 2,
            "armor": null,
            "str": 6,
            "dex": 12,
            "wil": 3,
            "attacks": [
              "bite (d6)"
            ],
            "detachment": false,
            "traits": [
              "Giant plant-eating crickets that dwell in caves. Immune to most types of poison.",
              "Their natural coloration allows them to blend in with the stone. They emit loud shrieks when threatened."
            ]
          },
          {
            "id": "centaur",
            "name": "Centaur",
            "stat_line": "6 HP, 1 Armor, 14 STR, 12 DEX, 14 WIL, spear (d8) or short bow (d6)",
            "hp": 6,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "spear (d8) or short bow (d6)"
            ],
            "detachment": false,
            "traits": [
              "Creatures with the lower body and legs of a horse, but a humanoid upper body.",
              "Rarely found alone, preferring the company of their own."
            ]
          },
          {
            "id": "cobblehounds",
            "name": "Cobblehounds",
            "stat_line": "12 HP, 2 Armor, 14 STR, 1 DEX, 8 WIL, bite (d10)",
            "hp": 12,
            "armor": 2,
            "str": 14,
            "dex": 1,
            "wil": 8,
            "attacks": [
              "bite (d10)"
            ],
            "detachment": false,
            "traits": [
              "Immobile constructs typically used as guardians to great tombs or artifacts.",
              "Unaffected by mundane persuasion techniques, but love a good bone."
            ]
          },
          {
            "id": "creeping-vines",
            "name": "Creeping Vines",
            "stat_line": "8 HP, 10 STR, 12 DEX, 2 WIL, vines (d4, _blast_)",
            "hp": 8,
            "armor": null,
            "str": 10,
            "dex": 12,
            "wil": 2,
            "attacks": [
              "vines (d4, _blast_)"
            ],
            "detachment": false,
            "traits": [
              "Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer.",
              "**Critical Damage**: Target is pulled into the air where they asphyxiate within a few minutes."
            ]
          },
          {
            "id": "crypt-guardian",
            "name": "Crypt Guardian",
            "stat_line": "12 HP, 12 STR, 11 DEX, 14 WIL, ethereal claws (d8+d8)",
            "hp": 12,
            "armor": null,
            "str": 12,
            "dex": 11,
            "wil": 14,
            "attacks": [
              "ethereal claws (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Animated skeletons clothed in billowing robes. Their eye sockets are hypnotically red. Defend crypts and tombs, but will not attack if left undisturbed.",
              "Non-magical attacks against them are _impaired_.",
              "Can teleport any target in eyesight to a random room nearby."
            ]
          },
          {
            "id": "dryad",
            "name": "Dryad",
            "stat_line": "4 HP, 8 STR, 12 DEX, 14 WIL, knotted arms (d6)",
            "hp": 4,
            "armor": null,
            "str": 8,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "knotted arms (d6)"
            ],
            "detachment": false,
            "traits": [
              "Shy, protective tree spirits that manifest as beautiful, green-skinned humanoids.",
              "Unable to travel far from the tree they are bound to. They perish if the tree is destroyed.",
              "**Befuddle**: Target becomes confused, gradually moving further and further away from the host tree. WIL save once per round to break free."
            ]
          },
          {
            "id": "ettin",
            "name": "Ettin",
            "stat_line": "10 HP, 16 STR, 8 DEX, 6 WIL, club (d10)",
            "hp": 10,
            "armor": null,
            "str": 16,
            "dex": 8,
            "wil": 6,
            "attacks": [
              "club (d10)"
            ],
            "detachment": false,
            "traits": [
              "The two-headed kin of giants. Prefer caves and underground hovels.",
              "Cannot be surprised."
            ]
          },
          {
            "id": "eye-of-terror",
            "name": "Eye of Terror",
            "stat_line": "15 HP, 9 STR, 8 DEX, 16 WIL, bite (d8)",
            "hp": 15,
            "armor": null,
            "str": 9,
            "dex": 8,
            "wil": 16,
            "attacks": [
              "bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Floating spheres with large mouths, enormous eyes, and several small eyes set atop long stalks.",
              "They are highly intelligent, intensely greedy, and completely insane.",
              "Can cast the following spells at will: _Charm, Phobia, Telekinesis, Sleep, Shuffle, Vision_. Magic used against them requires a WIL save or it fizzles out."
            ]
          },
          {
            "id": "frost-elf",
            "name": "Frost Elf",
            "stat_line": "14 HP, 1 Armor, 8 STR, 13 DEX, 14 WIL, icicle dagger (d6)",
            "hp": 14,
            "armor": 1,
            "str": 8,
            "dex": 13,
            "wil": 14,
            "attacks": [
              "icicle dagger (d6)"
            ],
            "detachment": false,
            "traits": [
              "Beautiful, amoral, and long-lived.",
              "Resistant to most forms of magic.",
              "Can cast the following spells at will: _Sleep_, _Teleport_, _Detect Magic_."
            ]
          },
          {
            "id": "gargoyle",
            "name": "Gargoyle",
            "stat_line": "8 HP, 3 Armor, 14 STR, 4 DEX, 12 WIL, claws (d8+d8)",
            "hp": 8,
            "armor": 3,
            "str": 14,
            "dex": 4,
            "wil": 12,
            "attacks": [
              "claws (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Magical, slow-moving statues of monstrous winged creatures, typically employed as guards or watchdogs.",
              "Prowl at nights but fear the day, when the sun's light freezes them in place.",
              "Immune to charms and magical sleep."
            ]
          },
          {
            "id": "gelatinous-ooze",
            "name": "Gelatinous Ooze",
            "stat_line": "8 HP, 1 Armor, 15 STR, 6 DEX, 3 WIL, devouring touch (d8)",
            "hp": 8,
            "armor": 1,
            "str": 15,
            "dex": 6,
            "wil": 3,
            "attacks": [
              "devouring touch (d8)"
            ],
            "detachment": false,
            "traits": [
              "Large shapeless masses of transparent jelly. Mindlessly hunt for food in dungeons and underground caverns.",
              "**Critical Damage**: The target is engulfed, losing d6 STR damage per round until they are consumed."
            ]
          },
          {
            "id": "ghost",
            "name": "Ghost",
            "stat_line": "8 HP, 14 STR, 12 DEX, 15 WIL, life drain (d6)",
            "hp": 8,
            "armor": null,
            "str": 14,
            "dex": 12,
            "wil": 15,
            "attacks": [
              "life drain (d6)"
            ],
            "detachment": false,
            "traits": [
              "Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.",
              "**Critical Damage**: Target must save WIL or is possessed, acting only on behalf of the ghost's whims."
            ]
          },
          {
            "id": "ghoul",
            "name": "Ghoul",
            "stat_line": "6 HP, 14 STR, 8 DEX, 3 WIL, elongated claws (d6+d6)",
            "hp": 6,
            "armor": null,
            "str": 14,
            "dex": 8,
            "wil": 3,
            "attacks": [
              "elongated claws (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.",
              "**Critical Damage**: Target is _deprived_ from their necrotic wound, dying in d4 days unless treated by a priest or skilled healer. If the body is not burned it later rises as a Ghoul as well."
            ]
          },
          {
            "id": "giant-scorpion",
            "name": "Giant Scorpion",
            "stat_line": "8 HP, 1 Armor, 11 STR, 12 DEX, 4 WIL, claws (d10+d10)",
            "hp": 8,
            "armor": 1,
            "str": 11,
            "dex": 12,
            "wil": 4,
            "attacks": [
              "claws (d10+d10)"
            ],
            "detachment": false,
            "traits": [
              "Horse-sized arachnids commonly found in dry terrain or caverns.",
              "**Critical Damage**: The stinger's poison liquefies the target's insides for an additional d8 STR damage. The STR loss is permanent."
            ]
          },
          {
            "id": "gnoll",
            "name": "Gnoll",
            "stat_line": "6 HP, 1 Armor, 12 STR, 14 DEX, 8 WIL, spear (d8)",
            "hp": 6,
            "armor": 1,
            "str": 12,
            "dex": 14,
            "wil": 8,
            "attacks": [
              "spear (d8)"
            ],
            "detachment": false,
            "traits": [
              "Ferocious humanoid hyenas spawned from arcane experiments long ago.",
              "Deadly warriors, they attack as a pack (as _detachment_) or on their own."
            ]
          },
          {
            "id": "goblin",
            "name": "Goblin",
            "stat_line": "4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d6)",
            "hp": 4,
            "armor": null,
            "str": 8,
            "dex": 12,
            "wil": 8,
            "attacks": [
              "dagger (d6) or sling (d6)"
            ],
            "detachment": false,
            "traits": [
              "Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.",
              "Avoid combat, only attacking when advantageous, using hit-and-run tactics.",
              "Sometimes are found using dire wolves as mounts."
            ]
          },
          {
            "id": "green-dragon",
            "name": "Green Dragon",
            "stat_line": "12 HP, 2 Armor, 14 STR, 15 DEX, 18 WIL, bite (d12), _detachment_",
            "hp": 12,
            "armor": 2,
            "str": 14,
            "dex": 15,
            "wil": 18,
            "attacks": [
              "bite (d12)"
            ],
            "detachment": true,
            "traits": [
              "Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure.",
              "Use intelligence and cunning to manipulate the weak into their service.",
              "**Chlorine Gas**: Anyone nearby must make a DEX save to escape its reach or lose 1d4 STR and becomes _deprived_."
            ]
          },
          {
            "id": "griffon",
            "name": "Griffon",
            "stat_line": "7 HP, 14 STR, 15 DEX, 12 WIL, claws (d6+d6), _detachment_",
            "hp": 7,
            "armor": null,
            "str": 14,
            "dex": 15,
            "wil": 12,
            "attacks": [
              "claws (d6+d6)"
            ],
            "detachment": true,
            "traits": [
              "Ravenous hybrids, with the head and wings of an eagle and the lower body of a lion.",
              "Can be used as mounts if taken young and properly trained.",
              "Fly and attack at astonishing speeds, diving in to scoop up their prey.",
              "**Critical Damage**: Tears flesh and bone from its victim with its razor-sharp beak."
            ]
          },
          {
            "id": "grizzly-bear",
            "name": "Grizzly Bear",
            "stat_line": "6 HP, 15 STR, 13 DEX, 5 WIL, claws (d8+d8)",
            "hp": 6,
            "armor": null,
            "str": 15,
            "dex": 13,
            "wil": 5,
            "attacks": [
              "claws (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Reddish-brown bears commonly found in mountains, woodlands, and prairies.",
              "Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path.",
              "**Critical Damage**: Bites the victim for an additional d6 STR damage. They bleed out very quickly."
            ]
          },
          {
            "id": "harpy",
            "name": "Harpy",
            "stat_line": "8 HP, 7 STR, 12 DEX, 14 WIL, claws (d6+d6)",
            "hp": 8,
            "armor": null,
            "str": 7,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "claws (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Hideous monstrosities with the body of a giant eagle and a humanoid head.",
              "Their movements and flight are clumsy due to their disproportionate size. Rely on charmed victims to do anything of note.",
              "**Song**: Anyone nearby must save WIL or be charmed by its voice, following the harpy and defending it from any threat."
            ]
          },
          {
            "id": "hellhound",
            "name": "Hellhound",
            "stat_line": "8 HP, 12 STR, 15 DEX, 9 WIL, bite (d8), fire breath (d6, _blast_)",
            "hp": 8,
            "armor": null,
            "str": 12,
            "dex": 15,
            "wil": 9,
            "attacks": [
              "bite (d8)",
              "fire breath (d6, _blast_)"
            ],
            "detachment": false,
            "traits": [
              "Monstrous, intelligent dogs that dwell near volcanoes.",
              "Immune to fire and heat damage. Hot enough to melt iron simply by biting it."
            ]
          },
          {
            "id": "hobgoblin",
            "name": "Hobgoblin",
            "stat_line": "6 HP, 2 Armor, 14 STR, 8 DEX, 11 WIL, mace (d8)",
            "hp": 6,
            "armor": 2,
            "str": 14,
            "dex": 8,
            "wil": 11,
            "attacks": [
              "mace (d8)"
            ],
            "detachment": false,
            "traits": [
              "Large and burly relatives of goblins. Dwell in underground fortresses until called for war.",
              "Automatically succeed in Morale Saves if a commander is present.",
              "Trained to fight together. Damage dealt is _enhanced_ if an ally is also engaged with the same enemy."
            ]
          },
          {
            "id": "hooded-men",
            "name": "Hooded Men",
            "stat_line": "12 HP, 9 STR, 12 DEX, 14 WIL, leystaff (d8)",
            "hp": 12,
            "armor": null,
            "str": 9,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "leystaff (d8)"
            ],
            "detachment": false,
            "traits": [
              "The Watchers of the Wood; a cult that derive their power from leylines, rune stones, and the like.",
              "**Critical Damage**: Leech a part of the victim's soul (1d4 WIL damage).",
              "Carries two of the following spellbooks: _Charm, Hypnotize, Push/Pull, Shield_."
            ]
          },
          {
            "id": "hydra",
            "name": "Hydra",
            "stat_line": "12 HP, 2 Armor, 13 STR, 7 DEX, 12 WIL, bite (d12, _blast_), _detachment_",
            "hp": 12,
            "armor": 2,
            "str": 13,
            "dex": 7,
            "wil": 12,
            "attacks": [
              "bite (d12, _blast_)"
            ],
            "detachment": true,
            "traits": [
              "Large reptilians with nine serpentine heads. Very difficult to throw off once their quarry is detected.",
              "On taking **Critical Damage**, the hydra loses one head. It then continues fighting until no heads remains."
            ]
          },
          {
            "id": "invisible-stalker",
            "name": "Invisible Stalker",
            "stat_line": "8 HP, 12 STR, 12 DEX, 15 WIL, fists (d4+d4)",
            "hp": 8,
            "armor": null,
            "str": 12,
            "dex": 12,
            "wil": 15,
            "attacks": [
              "fists (d4+d4)"
            ],
            "detachment": false,
            "traits": [
              "Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.",
              "Attacks deal direct STR damage (subtracting Armor)."
            ]
          },
          {
            "id": "killer-bees",
            "name": "Killer Bees",
            "stat_line": "6 HP, 6 STR, 14 DEX, 8 WIL, sting (d6), _detachment_",
            "hp": 6,
            "armor": null,
            "str": 6,
            "dex": 14,
            "wil": 8,
            "attacks": [
              "sting (d6)"
            ],
            "detachment": true,
            "traits": [
              "Oversized bees that build underground hives. Hyper-aggressive, attack anything that comes near.",
              "Produce special honey that heals 1d6 STR. 3 uses.",
              "When the bees cause STR damage, the stingers are lodged into the target, dealing d4 damage each round until removed."
            ]
          },
          {
            "id": "kobold",
            "name": "Kobold",
            "stat_line": "3 HP, 8 STR, 13 DEX, 4 WIL, bite (d6), spear (d8)",
            "hp": 3,
            "armor": null,
            "str": 8,
            "dex": 13,
            "wil": 4,
            "attacks": [
              "bite (d6)",
              "spear (d8)"
            ],
            "detachment": false,
            "traits": [
              "Hairless humanoids with canine-like features and scaly skin. Can see perfectly in the dark, but are harmed by direct sunlight.",
              "Use traps and ambush to defeat opponents. Often act in service of a more powerful creatures."
            ]
          },
          {
            "id": "lamia",
            "name": "Lamia",
            "stat_line": "6 HP, 11 STR, 12 DEX, 16 WIL, toothy bite (d8)",
            "hp": 6,
            "armor": null,
            "str": 11,
            "dex": 12,
            "wil": 16,
            "attacks": [
              "toothy bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Centaur-like creatures that prey on the life force of others, seducing their victims through heightened charm and intelligence. Their upper bodies are typically humanoid, the lower half any number of animal hybrids.",
              "Inherently magical. Can create illusions, charm creatures, and disguise themselves at will.",
              "**Critical Damage**: The target takes d6 WIL damage as their spirit is slowly sapped away. They then become enthralled to the Lamia, obeying its every command while in its presence."
            ]
          },
          {
            "id": "lich",
            "name": "Lich",
            "stat_line": "14 HP, 1 Armor, 8 STR, 8 DEX, 18 WIL, soul dagger (d8)",
            "hp": 14,
            "armor": 1,
            "str": 8,
            "dex": 8,
            "wil": 18,
            "attacks": [
              "soul dagger (d8)"
            ],
            "detachment": false,
            "traits": [
              "Powerful sorcerers that paid the ultimate price for immortality: their own life. Now their thirst for power knows no bounds.",
              "Maintain unlife by binding themselves to an earthly artifact, which is typically protected by at least d6 other undead servants.",
              "Carry up to six of the following spellbooks: _Animate Object_, _Arcane Eye_, _Deafen_, _Disassemble_, _Elemental Wall_, _Frenzy_, _Gate_, _Hover_, _Hatred_, _Identify Owner_, _Knock_, _Pacify_, _Raise Dead_, _Raise Spirit_, _Shield_, _Sleep_, _Smoke Form_, _Telekinesis_, _Telepathy_, _Teleport_, _Vision_, _Wizard Mark_."
            ]
          },
          {
            "id": "manticore",
            "name": "Manticore",
            "stat_line": "6 HP, 15 STR, 14 DEX, 12 WIL, claws (d6+d6), tail spike (d8)",
            "hp": 6,
            "armor": null,
            "str": 15,
            "dex": 14,
            "wil": 12,
            "attacks": [
              "claws (d6+d6)",
              "tail spike (d8)"
            ],
            "detachment": false,
            "traits": [
              "Spiteful monstrosities that wear a humanoid face, a lion's body, wings of a bat, and a scorpion's tail. Dwell in mountainous regions, abandoned castles, and forgotten dungeons.",
              "Tail spikes act like darts, regrowing after a few days. A single spike is worth 150gp to a collector.",
              "**Critical Damage**: Target is _deprived_ until they get a good night's sleep. Until then, they act boorish, selfish, and cruel (or more so, if that already is their nature)."
            ]
          },
          {
            "id": "mimic",
            "name": "Mimic",
            "stat_line": "9 HP, 2 Armor, 13 STR, 6 DEX, 12 WIL, bite (d8)",
            "hp": 9,
            "armor": 2,
            "str": 13,
            "dex": 6,
            "wil": 12,
            "attacks": [
              "bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Malicious shape shifters that take on the form of inanimate objects commonly found in dungeons.",
              "Remain motionless while in disguise, surprising anyone that comes near.",
              "The mimic's saliva is extremely sticky and difficult to remove. Alchemists will pay up to 150gp for even the smallest vial."
            ]
          },
          {
            "id": "mind-lasher",
            "name": "Mind Lasher",
            "stat_line": "12 HP, 8 STR, 12 DEX, 18 WIL, tentacles (d6, _blast_)",
            "hp": 12,
            "armor": null,
            "str": 8,
            "dex": 12,
            "wil": 18,
            "attacks": [
              "tentacles (d6, _blast_)"
            ],
            "detachment": false,
            "traits": [
              "Humanoid creatures with purple skin and squid-like heads. Dwell deep underground or in spacefaring vessels. Feed on the brains of other humanoids, absorbing their memories and life essence. Highly intelligent, but evil beyond belief.",
              "**Mind Blast**: Nearby targets must save WIL or lose 1d4 WIL and become paralyzed.",
              "**Critical Damage**: A tentacle rips the victim's brain out of their skull."
            ]
          },
          {
            "id": "minotaur",
            "name": "Minotaur",
            "stat_line": "12 HP, 1 Armor, 16 STR, 12 DEX, 8 WIL, two-handed axe (d10), charge (d12)",
            "hp": 12,
            "armor": 1,
            "str": 16,
            "dex": 12,
            "wil": 8,
            "attacks": [
              "two-handed axe (d10)",
              "charge (d12)"
            ],
            "detachment": false,
            "traits": [
              "Large humanoids (typically male) with the head of a bull. Dwell in mazes or dungeons.",
              "Extraordinary trackers with an excellent sense of smell and navigation skills."
            ]
          },
          {
            "id": "mummy",
            "name": "Mummy",
            "stat_line": "6 HP, 12 STR, 8 DEX, 6 WIL, necrotic touch (d10)",
            "hp": 6,
            "armor": null,
            "str": 12,
            "dex": 8,
            "wil": 6,
            "attacks": [
              "necrotic touch (d10)"
            ],
            "detachment": false,
            "traits": [
              "Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.",
              "**Critical Damage**: Target is infected with mummy rot, and is unable to recover STR until they are cured by a specialist healer. The target is also _deprived_."
            ]
          },
          {
            "id": "naga",
            "name": "Naga",
            "stat_line": "6 HP, 1 Armor, 14 STR, 12 DEX, 14 WIL, sword (d6), bite (d10)",
            "hp": 6,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "sword (d6)",
              "bite (d10)"
            ],
            "detachment": false,
            "traits": [
              "Humanoids with the lower body, tail, and neck of snakes. Dwell in hot jungles and temples lost to time.",
              "Use cunning and hypnosis to capture other creatures to be enslaved.",
              "**Gaze**: A target facing the Naga is hypnotized, falling under its will. Its victims cannot be compelled to violence."
            ]
          },
          {
            "id": "night-cat",
            "name": "Night Cat",
            "stat_line": "6 HP, 9 STR, 14 DEX, 5 WIL, claws (d6+d6)",
            "hp": 6,
            "armor": null,
            "str": 9,
            "dex": 14,
            "wil": 5,
            "attacks": [
              "claws (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Intelligent, nocturnal marsupials that make their homes in forests and swamps. Hunt in packs.",
              "**Critical Damage**: The Night Cat begins to eat the target (d4 STR damage) while they are still alive."
            ]
          },
          {
            "id": "night-hag",
            "name": "Night Hag",
            "stat_line": "8 HP, 9 STR, 11 DEX, 16 WIL, talons (d8+d8)",
            "hp": 8,
            "armor": null,
            "str": 9,
            "dex": 11,
            "wil": 16,
            "attacks": [
              "talons (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Hideous old women that dwell in dead forests, swamps, and bogs.",
              "Carry three of the following spellbooks: _Arcane Eye_, _Disguise_, _Fog Cloud_, _Identify Owner_, _Smoke Form_."
            ]
          },
          {
            "id": "nightmare",
            "name": "Nightmare",
            "stat_line": "8 HP, 15 STR, 12 DEX, 8 WIL, flaming hooves (d8+d8)",
            "hp": 8,
            "armor": null,
            "str": 15,
            "dex": 12,
            "wil": 8,
            "attacks": [
              "flaming hooves (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Intelligent, demonic horses with eyes like burning coals, smoldering nostrils, and flaming hooves.",
              "Melee attacks against the Nightmare are _impaired_ due to the thick clouds of smoke it produces."
            ]
          },
          {
            "id": "ogre",
            "name": "Ogre",
            "stat_line": "6 HP, 1 Armor, 16 STR, 8 DEX, 6 WIL, club (d10)",
            "hp": 6,
            "armor": 1,
            "str": 16,
            "dex": 8,
            "wil": 6,
            "attacks": [
              "club (d10)"
            ],
            "detachment": false,
            "traits": [
              "Massive, gluttonous brutes of ill-spirit and low intelligence.",
              "Easily impressed by shiny materials, keeping sacks of gold and treasure in their lairs."
            ]
          },
          {
            "id": "owlbear",
            "name": "Owlbear",
            "stat_line": "9 HP, 16 STR, 12 DEX, 5 WIL, beak (d10), claws (d8+d8)",
            "hp": 9,
            "armor": null,
            "str": 16,
            "dex": 12,
            "wil": 5,
            "attacks": [
              "beak (d10)",
              "claws (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Bear-like carnivores with the face of an owl. Found in dense forests. Rumored spawn of a magical mishap.",
              "**Critical Damage**: A piece of armor is rent and destroyed."
            ]
          },
          {
            "id": "phoenix",
            "name": "Phoenix",
            "stat_line": "4 HP, 15 STR, 13 DEX, 12 WIL, talons (d10+d10)",
            "hp": 4,
            "armor": null,
            "str": 15,
            "dex": 13,
            "wil": 12,
            "attacks": [
              "talons (d10+d10)"
            ],
            "detachment": false,
            "traits": [
              "Intelligent, hawk-like spirits of pure flame, found in isolated deserts and high mountains.",
              "If killed, they explode in a burst of flames. They are reborn 1d3 days later from the ashes.",
              "Their feathers are highly-sought after for their healing properties."
            ]
          },
          {
            "id": "pixie",
            "name": "Pixie",
            "stat_line": "3 HP, 3 STR, 15 DEX, 13 WIL",
            "hp": 3,
            "armor": null,
            "str": 3,
            "dex": 15,
            "wil": 13,
            "attacks": [],
            "detachment": false,
            "traits": [
              "Tiny humanoids with insectoid wings. Naturally invisible.",
              "Can cast _Sleep_ and _Masquerade_ at will."
            ]
          },
          {
            "id": "purple-worm",
            "name": "Purple Worm",
            "stat_line": "18 HP, 1 Armor, 18 STR, 8 DEX, 6 WIL, bite (d12), _detachment_",
            "hp": 18,
            "armor": 1,
            "str": 18,
            "dex": 8,
            "wil": 6,
            "attacks": [
              "bite (d12)"
            ],
            "detachment": true,
            "traits": [
              "Gargantuan worms that lair in enormous burrows deep underground, only coming to the surface to eat. Found in high deserts and hot tundra.",
              "**Critical Damage**: The target is devoured, taking d8 STR damage from the acid in the worm's stomach."
            ]
          },
          {
            "id": "red-cap",
            "name": "Red Cap",
            "stat_line": "6 HP, 6 STR, 12 DEX, 8 WIL, dual sickles (d6+d6)",
            "hp": 6,
            "armor": null,
            "str": 6,
            "dex": 12,
            "wil": 8,
            "attacks": [
              "dual sickles (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Born from blood left to rot in the land of Fairy. Their hats are a deep red from the blood they bathe in.",
              "Ignore those with little to live for, as there is no pleasure in their murder.",
              "**Critical Damage**: Target is eviscerated, the spray of their blood restoring STR loss suffered by the Red Cap."
            ]
          },
          {
            "id": "reptilian",
            "name": "Reptilian",
            "stat_line": "5 HP, 1 Armor, 14 STR, 12 DEX, 5 WIL, bone spear (d8)",
            "hp": 5,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 5,
            "attacks": [
              "bone spear (d8)"
            ],
            "detachment": false,
            "traits": [
              "Amphibian humanoids that live in large tribes near swamps and jungles.",
              "Craft their armor and weapons from the bones of their prey. They will eat anything, including humanoids."
            ]
          },
          {
            "id": "root-goblin",
            "name": "Root Goblin",
            "stat_line": "4 HP, 8 STR, 14 DEX, 8 WIL, spear (d6)",
            "hp": 4,
            "armor": null,
            "str": 8,
            "dex": 14,
            "wil": 8,
            "attacks": [
              "spear (d6)"
            ],
            "detachment": false,
            "traits": [
              "Avoid combat unless they have the advantage (such as greater numbers).",
              "Guard their stolen goods to the death.",
              "Root Goblins prize spellbooks and are always willing to trade."
            ]
          },
          {
            "id": "root-witch",
            "name": "Root Witch",
            "stat_line": "8 HP, 9 STR, 16 DEX, 14 WIL, tuber-fingers (d6)",
            "hp": 8,
            "armor": null,
            "str": 9,
            "dex": 16,
            "wil": 14,
            "attacks": [
              "tuber-fingers (d6)"
            ],
            "detachment": false,
            "traits": [
              "Excellent tunnelers that hide underground near water. Wiggle tiny fronds into the air as lures.",
              "Above-ground, appear vaguely humanoid with the face of a rotted tree stump.",
              "Will exchange rare minerals for a \"fresh corpse\" of any kind."
            ]
          },
          {
            "id": "rust-monster",
            "name": "Rust Monster",
            "stat_line": "5 HP, 16 STR, 13 DEX, 5 WIL, bite (d6)",
            "hp": 5,
            "armor": null,
            "str": 16,
            "dex": 13,
            "wil": 5,
            "attacks": [
              "bite (d6)"
            ],
            "detachment": false,
            "traits": [
              "Armadillo-like creatures with club-like tails and long antennae. Feed on iron and rusted metal.",
              "Any mundane metals their antennae touch instantly become rust. Can smell metal from a long distance away.",
              "**Critical Damage**: Metal armor rusts into useless weight."
            ]
          },
          {
            "id": "sea-hag",
            "name": "Sea Hag",
            "stat_line": "6 HP, 11 STR, 15 DEX, 14 WIL, long claws (d6+d6)",
            "hp": 6,
            "armor": null,
            "str": 11,
            "dex": 15,
            "wil": 14,
            "attacks": [
              "long claws (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Ghostly, green-skinned hags that dwell in seaweed forests and warm shallow waters.",
              "Immune to magic from spellbooks.",
              "**Hideous Gaze**: A target is overcome with fear (HP drops to 0). WIL save each round to break the spell."
            ]
          },
          {
            "id": "shadow",
            "name": "Shadow",
            "stat_line": "14 HP, 1 STR, 18 DEX, 14 WIL, draining touch (d6, ignores armor)",
            "hp": 14,
            "armor": null,
            "str": 1,
            "dex": 18,
            "wil": 14,
            "attacks": [
              "draining touch (d6, ignores armor)"
            ],
            "detachment": false,
            "traits": [
              "Incorporeal monsters that look like animated shadows. Unharmed by mundane attacks, sleep or mind control.",
              "**Critical Damage**: Target loses d4 STR. If reduced to 0 STR, they become a shadow as well."
            ]
          },
          {
            "id": "shambling-mound",
            "name": "Shambling Mound",
            "stat_line": "9 HP, 15 STR, 6 DEX, 8 WIL, tendrils (d8+d8), _detachment_",
            "hp": 9,
            "armor": null,
            "str": 15,
            "dex": 6,
            "wil": 8,
            "attacks": [
              "tendrils (d8+d8)"
            ],
            "detachment": true,
            "traits": [
              "Tall humanoids made of slimy vegetation. Dwell in dark swamps and damp undergrounds.",
              "**Critical Damage**: Target is swallowed whole and dragged away."
            ]
          },
          {
            "id": "skeleton",
            "name": "Skeleton",
            "stat_line": "5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)",
            "hp": 5,
            "armor": 1,
            "str": 8,
            "dex": 13,
            "wil": 0,
            "attacks": [
              "rusty sword (d6) or bow (d6)"
            ],
            "detachment": false,
            "traits": [
              "Frequently found serving a master or necromancer, often in groups of 3 or more.",
              "Found wearing whatever was on them at the time of their death.",
              "If a skeleton is killed and its bones are not scattered, it reforms."
            ]
          },
          {
            "id": "sky-giant",
            "name": "Sky Giant",
            "stat_line": "12 HP, 1 Armor, 16 STR, 12 DEX, 14 WIL, mace (d10), _detachment_",
            "hp": 12,
            "armor": 1,
            "str": 16,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "mace (d10)"
            ],
            "detachment": true,
            "traits": [
              "Towering, white-skinned giants that live in castles high in the mountains.",
              "Missile attacks against them are _impaired_ due to the powerful winds surrounding them."
            ]
          },
          {
            "id": "sphinx",
            "name": "Sphinx",
            "stat_line": "18 HP, 12 STR, 13 DEX, 18 WIL, claws (d8+d8, _blast_), beak (d10)",
            "hp": 18,
            "armor": null,
            "str": 12,
            "dex": 13,
            "wil": 18,
            "attacks": [
              "claws (d8+d8, _blast_)",
              "beak (d10)"
            ],
            "detachment": false,
            "traits": [
              "Mythical beasts with the upper body and head of a human, the wings of an eagle, and the body of a lion. Immune to magic of any kind.",
              "Poses riddles to anyone they meet. Failure to answer correctly is usually met with death. They know almost everything worth knowing.",
              "**Roar**: Anyone in earshot must save WIL or flee in fear."
            ]
          },
          {
            "id": "storm-giant",
            "name": "Storm Giant",
            "stat_line": "18 HP, 2 Armor, 18 STR, 16 DEX, 18 WIL, great sword (d12), _detachment_",
            "hp": 18,
            "armor": 2,
            "str": 18,
            "dex": 16,
            "wil": 18,
            "attacks": [
              "great sword (d12)"
            ],
            "detachment": true,
            "traits": [
              "Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.",
              "Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as a their chariot.",
              "**Thunderclap**: Deals 4 STR damage against a single target. Targets wearing metal armor take double damage."
            ]
          },
          {
            "id": "swine-thing",
            "name": "Swine Thing",
            "stat_line": "9 HP, 16 STR, 8 DEX, 13 WIL, gore (d6+d6)",
            "hp": 9,
            "armor": null,
            "str": 16,
            "dex": 8,
            "wil": 13,
            "attacks": [
              "gore (d6+d6)"
            ],
            "detachment": false,
            "traits": [
              "Obese humanoids that transform into massive porcine monstrosities to feast on human flesh.",
              "Prefer to hunt in isolated settlements close to forests and wetlands. Can only shapeshift at night.",
              "**Charm**: Target obeys the swine's every command until it is killed. WIL save once per round to break free."
            ]
          },
          {
            "id": "titan",
            "name": "Titan",
            "stat_line": "18 HP, 3 Armor, 16 STR, 15 DEX, 18 WIL, lightning sword (d12), _detachment_",
            "hp": 18,
            "armor": 3,
            "str": 16,
            "dex": 15,
            "wil": 18,
            "attacks": [
              "lightning sword (d12)"
            ],
            "detachment": true,
            "traits": [
              "Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.",
              "Natives of other planes of existence, but sometimes have strongholds in the mortal world.",
              "Can levitate, shape shift, and sculpt elements at will."
            ]
          },
          {
            "id": "treant",
            "name": "Treant",
            "stat_line": "10 HP, 3 Armor, 15 STR, 3 DEX, 12 WIL, roots (d8+d8, _blast_)",
            "hp": 10,
            "armor": 3,
            "str": 15,
            "dex": 3,
            "wil": 12,
            "attacks": [
              "roots (d8+d8, _blast_)"
            ],
            "detachment": false,
            "traits": [
              "Sentient, bipedal trees with a vaguely humanoid face on their trunks. Found in the deepest part of the wood.",
              "Speak slowly and ponderously, with a deep voice. Timeless, living for thousands of years."
            ]
          },
          {
            "id": "triton",
            "name": "Triton",
            "stat_line": "6 HP, 12 STR, 15 DEX, 12 WIL, trident (d8)",
            "hp": 6,
            "armor": null,
            "str": 12,
            "dex": 15,
            "wil": 12,
            "attacks": [
              "trident (d8)"
            ],
            "detachment": false,
            "traits": [
              "Aquatic humanoids with silvery skin, blue-green hair, and scaled legs ending in fins. Dwell in warmer waters close to land.",
              "Lair in beautiful castles sculpted from sea rock and coral. Command vast schools of fish for both protection and food."
            ]
          },
          {
            "id": "troll",
            "name": "Troll",
            "stat_line": "14 HP, 1 Armor, 14 STR, 12 DEX, 4 WIL, bite (d10), claws (d8+d8)",
            "hp": 14,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 4,
            "attacks": [
              "bite (d10)",
              "claws (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Giant, warty humanoids of flesh and bark. Dwell underground or in deep forests, as well as the ruined homes of their former victims. Carnivorous.",
              "When taking **Critical Damage**, a Troll will continue fighting, despite loss of flesh and limb. Only when their STR is 0 are they truly killed. Unless their heads are bathed in acid, fire, or powerful magic, they will fully regenerate within 1d4 days."
            ]
          },
          {
            "id": "unicorn",
            "name": "Unicorn",
            "stat_line": "6 HP, 14 STR, 12 DEX, 14 WIL, horn (d10, ignores armor)",
            "hp": 6,
            "armor": null,
            "str": 14,
            "dex": 12,
            "wil": 14,
            "attacks": [
              "horn (d10, ignores armor)"
            ],
            "detachment": false,
            "traits": [
              "Magical horses with a single long horn on their foreheads. Timid, but proud and willful, are seen as divine beings.",
              "Their hair is worth a small fortune due to its powerful healing properties."
            ]
          },
          {
            "id": "vampire",
            "name": "Vampire",
            "stat_line": "12 HP, 1 Armor, 14 STR, 12 DEX, 16 WIL, bite (d10)",
            "hp": 12,
            "armor": 1,
            "str": 14,
            "dex": 12,
            "wil": 16,
            "attacks": [
              "bite (d10)"
            ],
            "detachment": false,
            "traits": [
              "Charming, undead creatures that drink the blood of mortals. Act at night and sleep in a coffin during the day. Can change into a bat at will.",
              "**Regeneration**: A damaged vampire regains 6 HP when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.",
              "**Critical Damage**: The vampire drains the target's essence, dealing d12 damage to WIL. If the target reaches 0 WIL this way, it dies and is raised as a thrall of the vampire."
            ]
          },
          {
            "id": "viper",
            "name": "Viper",
            "stat_line": "3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6)",
            "hp": 3,
            "armor": null,
            "str": 5,
            "dex": 12,
            "wil": 3,
            "attacks": [
              "bite (d6)"
            ],
            "detachment": false,
            "traits": [
              "Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.",
              "Use heat and smell to track their victims.",
              "**Critical Damage**: Target is poisoned, dying in 1d12 hours without a cure."
            ]
          },
          {
            "id": "warp-panther",
            "name": "Warp Panther",
            "stat_line": "8 HP, 13 STR, 16 DEX, 12 WIL, tentacles (d8+d8, _blast_), bite (d10)",
            "hp": 8,
            "armor": null,
            "str": 13,
            "dex": 16,
            "wil": 12,
            "attacks": [
              "tentacles (d8+d8, _blast_)",
              "bite (d10)"
            ],
            "detachment": false,
            "traits": [
              "Grotesque panther-like predators with long razored tentacles growing out of their backs.",
              "Resistant to magical attacks. Caster must make a WIL save for the intended effect to succeed.",
              "Can teleport a short distance away at will. Hate Blink Dogs."
            ]
          },
          {
            "id": "warrior-snail",
            "name": "Warrior Snail",
            "stat_line": "4 HP, 2 Armor, 14 STR, 6 DEX, 3 WIL, tentacles (d8+d8)",
            "hp": 4,
            "armor": 2,
            "str": 14,
            "dex": 6,
            "wil": 3,
            "attacks": [
              "tentacles (d8+d8)"
            ],
            "detachment": false,
            "traits": [
              "Giant armored snails with heavy, club-like tentacles.",
              "Some species have colorful shells that can reflect magical attacks."
            ]
          },
          {
            "id": "water-elemental",
            "name": "Water Elemental",
            "stat_line": "14 HP, 15 STR, 16 DEX, 4 WIL, spray (d8)",
            "hp": 14,
            "armor": null,
            "str": 15,
            "dex": 16,
            "wil": 4,
            "attacks": [
              "spray (d8)"
            ],
            "detachment": false,
            "traits": [
              "Rare spirits of lakes, rivers, and seas.",
              "Mundane attacks against the Water Elemental are _impaired_.",
              "**Critical Damage**: Target is enveloped by the water and drowns in three rounds."
            ]
          },
          {
            "id": "werewolf",
            "name": "Werewolf",
            "stat_line": "8 HP, 15 STR, 14 DEX, 6 WIL, claws (d6+d6), bite (d8)",
            "hp": 8,
            "armor": null,
            "str": 15,
            "dex": 14,
            "wil": 6,
            "attacks": [
              "claws (d6+d6)",
              "bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Ferocious lycanthropes that can transform into a wolf-shape at will.",
              "Mundane attacks are _impaired_ against werewolves, but attacks with weapons made of silver are _enhanced_.",
              "**Critical Damage**: Target becomes infected with lycanthropy, transforming into a werewolf by the next full moon."
            ]
          },
          {
            "id": "wight",
            "name": "Wight",
            "stat_line": "12 HP, 3 Armor, 16 STR, 8 DEX, 12 WIL, long sword (d10)",
            "hp": 12,
            "armor": 3,
            "str": 16,
            "dex": 8,
            "wil": 12,
            "attacks": [
              "long sword (d10)"
            ],
            "detachment": false,
            "traits": [
              "Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.",
              "**Critical Damage**: On a fail, any STR loss is permanent."
            ]
          },
          {
            "id": "will-o-wisp",
            "name": "Will-o-Wisp",
            "stat_line": "3 HP, 6 STR, 17 DEX, 12 WIL",
            "hp": 3,
            "armor": null,
            "str": 6,
            "dex": 17,
            "wil": 12,
            "attacks": [],
            "detachment": false,
            "traits": [
              "Nocturnal spirits of cool flame, commonly found in dense woodlands, marshes, and swamps.",
              "Known to lead travelers astray, to a corpse, or back home again."
            ]
          },
          {
            "id": "wolf",
            "name": "Wolf",
            "stat_line": "6 HP, 12 STR, 14 DEX, 8 WIL, bite (d8)",
            "hp": 6,
            "armor": null,
            "str": 12,
            "dex": 14,
            "wil": 8,
            "attacks": [
              "bite (d8)"
            ],
            "detachment": false,
            "traits": [
              "Large canines that dwell primarily in forest or tundra.",
              "Can be trained with effort if captured at a young age."
            ]
          },
          {
            "id": "wood-troll",
            "name": "Wood Troll",
            "stat_line": "10 HP, 15 STR, 12 DEX, 7 WIL, bite (d8), club (d10)",
            "hp": 10,
            "armor": null,
            "str": 15,
            "dex": 12,
            "wil": 7,
            "attacks": [
              "bite (d8)",
              "club (d10)"
            ],
            "detachment": false,
            "traits": [
              "Large humanoids with elongated arms made of bark or root. They live in forests, sharing a deep connection with the vegetation around them.",
              "If killed, they will slowly regenerate unless their corpse is taken out of the forest or burned with fire.",
              "**Critical Damage**: Moss and twigs begin growing out of target's wounds."
            ]
          },
          {
            "id": "wyvern",
            "name": "Wyvern",
            "stat_line": "11 HP, 15 STR, 14 DEX, 13 WIL, stinger (d10)",
            "hp": 11,
            "armor": null,
            "str": 15,
            "dex": 14,
            "wil": 13,
            "attacks": [
              "stinger (d10)"
            ],
            "detachment": false,
            "traits": [
              "Large, intelligent, winged reptiles. Dwell in any terrain, but favor dry cliffs.",
              "Shy away from other creatures, preferring to silently stalk their targets from afar.",
              "**Critical Damage**: The victim is impaled and held in place. The wyvern then bites their head off."
            ]
          },
          {
            "id": "zombie",
            "name": "Zombie",
            "stat_line": "2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6)",
            "hp": 2,
            "armor": null,
            "str": 12,
            "dex": 6,
            "wil": 3,
            "attacks": [
              "jagged nails (d6)"
            ],
            "detachment": false,
            "traits": [
              "Re-animated corpse brought back through necromantic ritual or fell influence. Immune to all mind-influencing effects.",
              "If not utterly destroyed (by fire, complete dismemberment, etc.), the Zombie will rise again within a few minutes.",
              "**Critical Damage**: Target is infected and becomes _deprived_. Without the services of a specialist or healer, they will become a zombie in 1d4 days."
            ]
          }
        ]
      },
      "spellbooks": {
        "label": "Spellbooks",
        "color": "#9b59b6",
        "displayField": "name",
        "searchFields": [
          "name",
          "effect"
        ],
        "tag": {
          "field": "roll",
          "prefix": "#"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Spell #{roll}"
          ],
          "description": "effect"
        },
        "linkPath": null,
        "count": 100,
        "items": [
          {
            "roll": 1,
            "name": "Adhere",
            "effect": "An object is covered in extremely sticky slime.",
            "mundane_effect": "Adjacent objects stick to the book with great force."
          },
          {
            "roll": 2,
            "name": "Anchor",
            "effect": "A strong wire sprouts from your arms, affixing itself to two points within 50ft on each side.",
            "mundane_effect": "If a rope is pulled through the iron loop on its spine, it becomes as heavy as an elephant."
          },
          {
            "roll": 3,
            "name": "Animate Object",
            "effect": "An object obeys your commands as best it can.",
            "mundane_effect": "Moldable like clay. Childish laughter sprouts from its pages."
          },
          {
            "roll": 4,
            "name": "Anthropomorphize",
            "effect": "An animal either gains human intelligence or human appearance for one day.",
            "mundane_effect": "Whimpers, purrs and growls depending on its treatment."
          },
          {
            "roll": 5,
            "name": "Arcane Eye",
            "effect": "You can see through a magical floating eyeball that flies around at your command.",
            "mundane_effect": "Needs a spritz of water to open."
          },
          {
            "roll": 6,
            "name": "Astral Prison",
            "effect": "An object is frozen in time and space within an invulnerable crystal shell.",
            "mundane_effect": "Silent, abstract, faces scream in anguish within."
          },
          {
            "roll": 7,
            "name": "Attract",
            "effect": "Two objects are strongly magnetically attracted to each other if they come within 10 feet.",
            "mundane_effect": "Nearby compasses spin uselessly."
          },
          {
            "roll": 8,
            "name": "Auditory Illusion",
            "effect": "You create illusory sounds that seem to come from a direction of your choice.",
            "mundane_effect": "Produces random and occasionally inopportune sounds throughout the day."
          },
          {
            "roll": 9,
            "name": "Babble",
            "effect": "A creature must loudly and clearly repeat everything you think. It is otherwise mute.",
            "mundane_effect": "When the text is read aloud, the words of others become unintelligible."
          },
          {
            "roll": 10,
            "name": "Bait Flower",
            "effect": "A plant sprouts from the ground that emanates the smell of decaying flesh.",
            "mundane_effect": "Attracts flies."
          },
          {
            "roll": 11,
            "name": "Beast Form",
            "effect": "You and your possessions transform into a mundane animal.",
            "mundane_effect": "Covered in thick fur, its edges lined with small teeth."
          },
          {
            "roll": 12,
            "name": "Befuddle",
            "effect": "A creature of your choice is unable to form new short-term memories for the duration of the spell.",
            "mundane_effect": "Its contents shift and change each time it is opened."
          },
          {
            "roll": 13,
            "name": "Body Swap",
            "effect": "You switch bodies with a creature you touch. If one body dies, the other dies as well.",
            "mundane_effect": "The front cover shows an image of the last creature to read it."
          },
          {
            "roll": 14,
            "name": "Charm",
            "effect": "A creature you can see treats you as a friend.",
            "mundane_effect": "Warm to the touch, and smells of roses."
          },
          {
            "roll": 15,
            "name": "Command",
            "effect": "A target obeys a single three-word command that does not cause it harm.",
            "mundane_effect": "Grows thinner over time, until finally disappearing forever."
          },
          {
            "roll": 16,
            "name": "Comprehend",
            "effect": "You become fluent in all languages for a short while.",
            "mundane_effect": "Drips letters, staining whatever it touches."
          },
          {
            "roll": 17,
            "name": "Cone of Foam",
            "effect": "Dense foam sprays from your hand, coating the target.",
            "mundane_effect": "Spongy and moist with a soapy residue."
          },
          {
            "roll": 18,
            "name": "Control Plants",
            "effect": "Nearby plants and trees obey you and gain the ability to move at a slow pace.",
            "mundane_effect": "Leaves grow along the spine, and it smells faintly of decay."
          },
          {
            "roll": 19,
            "name": "Control Weather",
            "effect": "You may alter the type of weather at will, but you do not otherwise control it.",
            "mundane_effect": "Highly resistant to fire and water damage."
          },
          {
            "roll": 20,
            "name": "Cure Wounds",
            "effect": "Restore 1d4 STR per day to a creature you can touch.",
            "mundane_effect": "Smells of vinegar and thyme. Turns red after use."
          },
          {
            "roll": 21,
            "name": "Deafen",
            "effect": "All nearby creatures are deafened.",
            "mundane_effect": "Nearby instruments occasionally sound off, as if in protest."
          },
          {
            "roll": 22,
            "name": "Detect Magic",
            "effect": "You can see or hear nearby magical auras.",
            "mundane_effect": "Becomes warm to the touch if magic is used nearby."
          },
          {
            "roll": 23,
            "name": "Disassemble",
            "effect": "Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.",
            "mundane_effect": "Regenerates any torn or defaced pages."
          },
          {
            "roll": 24,
            "name": "Disguise",
            "effect": "You may alter the appearance of one character at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny.",
            "mundane_effect": "The surface makes a perfect mirror."
          },
          {
            "roll": 25,
            "name": "Displace",
            "effect": "An object appears to be up to 15ft from its actual position.",
            "mundane_effect": "Bits of string, clothing, and leaves are sometimes stuffed inside."
          },
          {
            "roll": 26,
            "name": "Earthquake",
            "effect": "The ground begins shaking violently. Structures may be damaged or collapse.",
            "mundane_effect": "Sand dribbles from the corners, seemingly without stop."
          },
          {
            "roll": 27,
            "name": "Elasticity",
            "effect": "Your body can stretch up to 10ft.",
            "mundane_effect": "Smells of taffy, and is very flexible."
          },
          {
            "roll": 28,
            "name": "Elemental Wall",
            "effect": "A straight wall of ice or fire 50ft long and 10ft high rises from the ground.",
            "mundane_effect": "Skin and warmer substances stick to it after use."
          },
          {
            "roll": 29,
            "name": "Filch",
            "effect": "A visible item teleports to your hands.",
            "mundane_effect": "An ally's prized possession may occasionally be found tucked between its covers."
          },
          {
            "roll": 30,
            "name": "Fish Lung",
            "effect": "A target can breathe underwater until they surface again.",
            "mundane_effect": "Smells strongly of the sea. Attracts wild animals."
          },
          {
            "roll": 31,
            "name": "Flare",
            "effect": "A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe.",
            "mundane_effect": "Faintly glows in complete darkness."
          },
          {
            "roll": 32,
            "name": "Fog Cloud",
            "effect": "A dense fog spreads out from you.",
            "mundane_effect": "When submersed in water, the book eventually turns all the liquid to vapor."
          },
          {
            "roll": 33,
            "name": "Frenzy",
            "effect": "A nearby creature erupts in a frenzy of violence.",
            "mundane_effect": "Rough, sandpaper cover that destroys any book it touches."
          },
          {
            "roll": 34,
            "name": "Gate",
            "effect": "A portal to a random plane opens.",
            "mundane_effect": "A large hole is carved into the center, ending in a void. Items dropped within are never seen again."
          },
          {
            "roll": 35,
            "name": "Gravity Shift",
            "effect": "You can change the direction of gravity, but only for yourself.",
            "mundane_effect": "Attaches itself to the largest object nearby."
          },
          {
            "roll": 36,
            "name": "Greed",
            "effect": "A creature develops the overwhelming urge to possess a visible item of your choice.",
            "mundane_effect": "The cover changes depending on the owner, subtly hinting at their deepest desires."
          },
          {
            "roll": 37,
            "name": "Haste",
            "effect": "Your movement speed is tripled.",
            "mundane_effect": "Pages flip wildly while open. Can cause paper cuts."
          },
          {
            "roll": 38,
            "name": "Hatred",
            "effect": "A creature develops a deep hatred of another creature or group and wishes to destroy them.",
            "mundane_effect": "Long term exposure to the book can cause suspicion, paranoia and distrust of others."
          },
          {
            "roll": 39,
            "name": "Hear Whispers",
            "effect": "You can hear faint sounds clearly.",
            "mundane_effect": "The reader's voice is amplified for a short period of time afterwards."
          },
          {
            "roll": 40,
            "name": "Hover",
            "effect": "An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid.",
            "mundane_effect": "Floats if dropped."
          },
          {
            "roll": 41,
            "name": "Hypnotize",
            "effect": "A creature enters a trance and will truthfully answer one yes or no question you ask it.",
            "mundane_effect": "Eye-catching, swirling spirals don its covers."
          },
          {
            "roll": 42,
            "name": "Icy Touch",
            "effect": "A thick ice layer spreads across a touched surface, up to 10ft in radius.",
            "mundane_effect": "Gloves required. Nonflammable."
          },
          {
            "roll": 43,
            "name": "Identify Owner",
            "effect": "Letters appear over the object you touch, spelling out the name of the object's owners, if there are any.",
            "mundane_effect": "The book's interior lists the name of its previous owner."
          },
          {
            "roll": 44,
            "name": "Illuminate",
            "effect": "A floating light moves as you command.",
            "mundane_effect": "When held in light, the pages become a prism of vibrant rainbows."
          },
          {
            "roll": 45,
            "name": "Invisible Tether",
            "effect": "Two objects within 10ft of each other cannot be moved more than 10ft apart.",
            "mundane_effect": "Its pages are not attached by glue or thread, yet stay together nonetheless."
          },
          {
            "roll": 46,
            "name": "Knock",
            "effect": "A nearby mundane or magical lock unlocks loudly.",
            "mundane_effect": "Locked. A new owner \"produces\" the key after their next meal."
          },
          {
            "roll": 47,
            "name": "Leap",
            "effect": "You jump up to 10ft high, once.",
            "mundane_effect": "When thrown, it just keeps going."
          },
          {
            "roll": 48,
            "name": "Liquid Air",
            "effect": "The air around you becomes swimmable.",
            "mundane_effect": "Floats of its own volition, bouncing off of whatever it touches."
          },
          {
            "roll": 49,
            "name": "Magic Dampener",
            "effect": "All nearby magical effects have their effectiveness halved.",
            "mundane_effect": "Relics within 100ft of the spellbook cannot be recharged."
          },
          {
            "roll": 50,
            "name": "Manse",
            "effect": "A sturdy, furnished cottage appears for hours. You can permit and forbid entry to it at will.",
            "mundane_effect": "If left inside, both the book and the cottage vanish forever."
          },
          {
            "roll": 51,
            "name": "Marble Craze",
            "effect": "Your pockets are full of marbles and will refill every 30 seconds.",
            "mundane_effect": "When jostled, makes a playful rattling sound."
          },
          {
            "roll": 52,
            "name": "Masquerade",
            "effect": "A character's appearance and voice becomes identical to those of a character you touch.",
            "mundane_effect": "Extended use causes the owner to develop unconscious yet noticeable tics."
          },
          {
            "roll": 53,
            "name": "Miniaturize",
            "effect": "A creature you touch is shrunk down to the size of a mouse.",
            "mundane_effect": "The text is ludicrously, comically large."
          },
          {
            "roll": 54,
            "name": "Mirror Image",
            "effect": "An illusory duplicate of yourself appears and is under your control.",
            "mundane_effect": "Over time, the owner begins to question who is the original, and who is the duplicate."
          },
          {
            "roll": 55,
            "name": "Mirrorwalk",
            "effect": "A mirror becomes a gateway to another mirror that you looked into today.",
            "mundane_effect": "Will not open unless the owner politely knocks on the cover."
          },
          {
            "roll": 56,
            "name": "Multiarm",
            "effect": "You temporarily gain an extra arm.",
            "mundane_effect": "After use, the caster is wracked with phantom limb syndrome for a day."
          },
          {
            "roll": 57,
            "name": "Night Sphere",
            "effect": "A 50ft-wide sphere of darkness displaying the night sky appears before you.",
            "mundane_effect": "Displays a prominent constellation on its cover."
          },
          {
            "roll": 58,
            "name": "Objectify",
            "effect": "You become any inanimate object between the size of a grand piano and an apple.",
            "mundane_effect": "The owner experiences intense pareidolia for days after use."
          },
          {
            "roll": 59,
            "name": "Ooze Form",
            "effect": "You become a living jelly.",
            "mundane_effect": "Slowly drips an acid that eventually eats away anything it touches."
          },
          {
            "roll": 60,
            "name": "Pacify",
            "effect": "A creature near you has an aversion to violence.",
            "mundane_effect": "Smells of jasmine and incense. Attracts children."
          },
          {
            "roll": 61,
            "name": "Passage",
            "effect": "Creates a temporary path through wood, stone or brick.",
            "mundane_effect": "An object dropped on top of the book inevitably falls through the other side."
          },
          {
            "roll": 62,
            "name": "Phobia",
            "effect": "A nearby creature becomes terrified of an object of your choice.",
            "mundane_effect": "Over time, haunting, abstract art begins to fill its pages."
          },
          {
            "roll": 63,
            "name": "Pit",
            "effect": "A pit 10ft wide and 10ft deep opens in the ground.",
            "mundane_effect": "A standard piton can be safely stored in its spine."
          },
          {
            "roll": 64,
            "name": "Primal Surge",
            "effect": "A creature rapidly evolves into a future version of its species.",
            "mundane_effect": "The owner is haunted by strange visions of their own ancestors."
          },
          {
            "roll": 65,
            "name": "Push/Pull",
            "effect": "An object of any size is pulled directly towards you or pushed directly away from you with the strength of one man.",
            "mundane_effect": "Any force against the book is comically amplified."
          },
          {
            "roll": 66,
            "name": "Raise Dead",
            "effect": "A skeleton rises from the ground to serve you. They are incredibly stupid and can only obey simple orders.",
            "mundane_effect": "The owner becomes more and more fascinated with bones after each use."
          },
          {
            "roll": 67,
            "name": "Raise Spirit",
            "effect": "The spirit of a nearby corpse manifests and will answer 1 question.",
            "mundane_effect": "The answers (but not their questions) are forever inscribed in its pages."
          },
          {
            "roll": 68,
            "name": "Read Mind",
            "effect": "You can hear the surface thoughts of nearby creatures.",
            "mundane_effect": "Long-term possession can cause the reader to mistake the thoughts of others as their own."
          },
          {
            "roll": 69,
            "name": "Repel",
            "effect": "Two objects are strongly magnetically repelled from each other within 10 feet.",
            "mundane_effect": "Closed by two powerful straps that spring open at inopportune times."
          },
          {
            "roll": 70,
            "name": "Scry",
            "effect": "You can see through the eyes of a creature you touched earlier today.",
            "mundane_effect": "The owner's eyes turn milky-white for an hour after use."
          },
          {
            "roll": 71,
            "name": "Sculpt Elements",
            "effect": "Inanimate material behaves like clay in your hands.",
            "mundane_effect": "Slowly decays on contact with wood or cloth. Bury in dirt or submerge in water to refresh."
          },
          {
            "roll": 72,
            "name": "Sense",
            "effect": "Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest example.",
            "mundane_effect": "The book's previous owner is always aware of the book's current location."
          },
          {
            "roll": 73,
            "name": "Shield",
            "effect": "A creature you touch is protected from mundane attacks for one minute.",
            "mundane_effect": "Bound in rusty ring-mail and is quite heavy. If held, provides +1 Armor."
          },
          {
            "roll": 74,
            "name": "Shroud",
            "effect": "A creature you touch is invisible until they move.",
            "mundane_effect": "Invisible to any but the book's current owner."
          },
          {
            "roll": 75,
            "name": "Shuffle",
            "effect": "Two creatures you can see instantly switch places.",
            "mundane_effect": "If stolen but not yet read, it reappears wherever its owner last left it."
          },
          {
            "roll": 76,
            "name": "Skillful Repair",
            "effect": "You make minor repairs to a nonliving object.",
            "mundane_effect": "Sewn from the vellum of one hundred books, no two pages are alike."
          },
          {
            "roll": 77,
            "name": "Sleep",
            "effect": "A creature you can see falls into a light sleep.",
            "mundane_effect": "Soft as a pillow, but yields only fitful sleep."
          },
          {
            "roll": 78,
            "name": "Slick",
            "effect": "Every surface in a 30ft radius becomes extremely slippery.",
            "mundane_effect": "Gloves are required for handling, lest the book is dropped in a most comical fashion."
          },
          {
            "roll": 79,
            "name": "Smoke Form",
            "effect": "Your body becomes a living smoke that you can control.",
            "mundane_effect": "Smells of campfire. The pages cannot be burnt, but are very sensitive to moisture."
          },
          {
            "roll": 80,
            "name": "Sniff",
            "effect": "You can smell even the faintest traces of scents.",
            "mundane_effect": "Expresses a strong odor detectable only by its owner."
          },
          {
            "roll": 81,
            "name": "Snuff",
            "effect": "The source of any mundane light you can see is instantly snuffed out.",
            "mundane_effect": "If left in one place for long periods, nearby light sources eventually dim, then finally go out."
          },
          {
            "roll": 82,
            "name": "Sort",
            "effect": "Inanimate items sort themselves according to categories you set.",
            "mundane_effect": "Rights itself when dropped or thrown."
          },
          {
            "roll": 83,
            "name": "Spellsaw",
            "effect": "A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless.",
            "mundane_effect": "Wrapped in stained leather, it should be oiled at least once a month."
          },
          {
            "roll": 84,
            "name": "Spider Climb",
            "effect": "You can climb surfaces like a spider.",
            "mundane_effect": "New cobwebs must be pushed aside prior to each use. They are hard to remove."
          },
          {
            "roll": 85,
            "name": "Swarm",
            "effect": "You become a swarm of crows, rats, or piranhas. You can only be harmed by _blast_ attacks.",
            "mundane_effect": "Easily broken into a dozen distinct parts that slowly move towards one another over time."
          },
          {
            "roll": 86,
            "name": "Target Lure",
            "effect": "An object you touch becomes the target of any nearby spell.",
            "mundane_effect": "Attracts all manner of magical creatures, spell leaks, and scrying."
          },
          {
            "roll": 87,
            "name": "Telekinesis",
            "effect": "You may mentally move 1 item under 60lbs.",
            "mundane_effect": "The owner can summon the book through mental command alone (WIL save or become deprived afterwards)."
          },
          {
            "roll": 88,
            "name": "Telepathy",
            "effect": "Two creatures can hear each other's thoughts, no matter how far apart.",
            "mundane_effect": "The holder can hear (but not respond) to the thoughts of whoever last possessed it, and vice versa."
          },
          {
            "roll": 89,
            "name": "Teleport",
            "effect": "An object or person you can see is transported from one place to another in a 50ft radius.",
            "mundane_effect": "Can be destroyed to create a portal to another dimension."
          },
          {
            "roll": 90,
            "name": "Thicket",
            "effect": "A thicket of trees and dense brush up to 50ft wide suddenly sprouts up.",
            "mundane_effect": "Wrapped in vines that must be destroyed again with each use."
          },
          {
            "roll": 91,
            "name": "Time Control",
            "effect": "Time in a 50ft bubble slows down or increases by 10% for 30 seconds.",
            "mundane_effect": "Alternates its appearance as either impossibly old or freshly written."
          },
          {
            "roll": 92,
            "name": "True Sight",
            "effect": "You see through all nearby illusions.",
            "mundane_effect": "Cannot be concealed by magic, and sticks out like a sore thumb."
          },
          {
            "roll": 93,
            "name": "Upwell",
            "effect": "A spring of seawater appears.",
            "mundane_effect": "Hardened leather bindings caked in salt and living barnacles."
          },
          {
            "roll": 94,
            "name": "Vision",
            "effect": "You completely control what a creature sees.",
            "mundane_effect": "An unnerving, lidless eye graces the front cover."
          },
          {
            "roll": 95,
            "name": "Visual Illusion",
            "effect": "A silent, immobile, room-sized illusion of your choice appears.",
            "mundane_effect": "Filled with rich, colorful pages very much like a children's bedtime story."
          },
          {
            "roll": 96,
            "name": "Ward",
            "effect": "A silver circle 50ft across appears on the ground. Choose one species that cannot cross it.",
            "mundane_effect": "The covers are decorated with bizarre, otherworldly creatures with thousands of eyes."
          },
          {
            "roll": 97,
            "name": "Web",
            "effect": "Your wrists shoot thick webbing.",
            "mundane_effect": "The text is alien, yet somehow intelligible, for it is the language of dreams."
          },
          {
            "roll": 98,
            "name": "Widget",
            "effect": "A primitive version of a drawn tool or item appears before you and disappears after a short time.",
            "mundane_effect": "Smells of iron and rust, sweat and effort. Faint sounds of harsh labor emanate from deep within its pages."
          },
          {
            "roll": 99,
            "name": "Wizard Mark",
            "effect": "Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you and can be seen at any distance, even through solid objects.",
            "mundane_effect": "Inside the front cover is a small pocket containing a thin pad of paper, listing the name and date of death of all previous owners."
          },
          {
            "roll": 100,
            "name": "X-Ray Vision",
            "effect": "You can see through walls, dirt, clothing, etc.",
            "mundane_effect": "Long-term exposure can cause hair loss, blurry vision, and fatigue."
          }
        ]
      },
      "reliquary": {
        "label": "Relics",
        "color": "#d4ac0d",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": {
          "field": "uses"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Uses: {uses}"
          ],
          "description": "effects[0]"
        },
        "linkPath": null,
        "count": 46,
        "items": [
          {
            "name": "A Blade Called Hope",
            "uses": "d6",
            "tags": [],
            "effects": [
              "A thin, curved sword that glows with faint light, visible only in total darkness. When bathed in heavy sunlight, its first attack is _Enhanced_."
            ],
            "recharge": null,
            "id": "a-blade-called-hope"
          },
          {
            "name": "Assassin's Goblets",
            "uses": null,
            "tags": [],
            "effects": [
              "A pair of fragile wine flutes. Any liquid poured into one is swapped with the other."
            ],
            "recharge": null,
            "id": "assassins-goblets"
          },
          {
            "name": "Babbleflask",
            "uses": "2 uses",
            "tags": [],
            "effects": [
              "A foreign language is automatically understood and can be spoken back with fluency, so long as the drinker's native tongue is neither spoken nor heard."
            ],
            "recharge": null,
            "id": "babbleflask"
          },
          {
            "name": "Barbed Epaulets",
            "uses": null,
            "tags": [
              "+1 Armor"
            ],
            "effects": [
              "Spiked shoulder pads that poison anyone that touches them (STR save or lose consciousness)."
            ],
            "recharge": null,
            "id": "barbed-epaulets"
          },
          {
            "name": "Betterwand",
            "uses": "2 charges",
            "tags": [],
            "effects": [
              "Vibrates with increased intensity when pointed at the best of a series of objects."
            ],
            "recharge": "Willingly accept a poor deal or trade while in possession of the wand.",
            "id": "betterwand"
          },
          {
            "name": "Bloodmap",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "A blank leather parchment that absorbs any blood spilled on its surface before rolling into a tight scroll. Unroll to see a rough map revealing the current location of any remaining blood. The image disappears after a few minutes."
            ],
            "recharge": "Pour a pint of your own life essence onto the map, blood for blood. You are _deprived_ until you can rest and eat a Ration.",
            "id": "bloodmap"
          },
          {
            "name": "Coin of the Father",
            "uses": "1 charge",
            "tags": [
              "petty"
            ],
            "effects": [
              "Flip this worthless-looking hunk of flat metal in the air, and it will transform into d100 gold coins. The illusory coins disappear after one hour."
            ],
            "recharge": "Carry the coin for three days without spending or earning any money.",
            "id": "coin-of-the-father"
          },
          {
            "name": "Dryad's Tear",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "Shatter this crystal to merge with a tree you can touch. You can perceive the goings-on within whatever forest that tree belongs to."
            ],
            "recharge": null,
            "id": "dryads-tear"
          },
          {
            "name": "Empathy Rod",
            "uses": "3 charges",
            "tags": [],
            "effects": [
              "When two creatures touch this wooden pole at the same time, their physical and emotional states become fully intertwined until they let go."
            ],
            "recharge": "Give the rod to a former enemy as a gift. This is a one-way transaction.",
            "id": "empathy-rod"
          },
          {
            "name": "Eyestone",
            "uses": "3 charges",
            "tags": [],
            "effects": [
              "Choose an object created by living creatures. You can sense the nearest example."
            ],
            "recharge": "Place in a bucket of rainwater overnight.",
            "id": "eyestone"
          },
          {
            "name": "Falconstone",
            "uses": "3 charges",
            "tags": [],
            "effects": [
              "Perceive the world through the eyes and ears of a nearby bird of prey. You feel whatever it feels but have no control over it."
            ],
            "recharge": "Kill and eat a common quarry, cooking the meat alongside the stone.",
            "id": "falconstone"
          },
          {
            "name": "Footpad's Friend",
            "uses": null,
            "tags": [],
            "effects": [
              "Soft leather shoes that adapt to fit any foot size. Leave behind footprints that scatter and turn in a confusing manner, making tracking nigh-impossible."
            ],
            "recharge": null,
            "id": "footpads-friend"
          },
          {
            "name": "Gate Chalk",
            "uses": "1 use",
            "tags": [
              "petty"
            ],
            "effects": [
              "Draw a doorway on any flat surface to open a one-way passage to the Roots. Good luck."
            ],
            "recharge": null,
            "id": "gate-chalk"
          },
          {
            "name": "Golden Wheat Paste",
            "uses": "2 uses",
            "tags": [],
            "effects": [
              "When mixed with water, this substance chemically bonds any two objects."
            ],
            "recharge": null,
            "id": "golden-wheat-paste"
          },
          {
            "name": "Gossip Box",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "Wind the crank to replay any sound made in the past day in your current location. Each crank goes back one hour."
            ],
            "recharge": "Successfully spread one falsehood in the presence of the box.",
            "id": "gossip-box"
          },
          {
            "name": "Harbinger's Bell",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "Hang at chest height to ring when danger is imminent."
            ],
            "recharge": "Melt and reforge. Each time, roll a d6. On a 1-2, it breaks forever.",
            "id": "harbingers-bell"
          },
          {
            "name": "Homunculus Nail",
            "uses": "1 use",
            "tags": [
              "petty"
            ],
            "effects": [
              "Prick a finger with the pointy end and hammer into any small object to form a loyal servant [3 HP, 4 STR, 13 DEX, 5 WIL] completely devoted to you. If not destroyed, it will outlive you."
            ],
            "recharge": null,
            "id": "homunculus-nail"
          },
          {
            "name": "Honest Earworm",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A foul-smelling, pinky-sized worm that feeds on earwax by crawling into the ear canal of a sleeping person. The victim then loses the ability to lie for 1d4 hours."
            ],
            "recharge": null,
            "id": "honest-earworm"
          },
          {
            "name": "Jar of Ants",
            "uses": null,
            "tags": [],
            "effects": [
              "Break to release a colony of fire ants [6 HP, 2 STR, 10 DEX, 1 WIL, bite (d10), _detachment_]. Consumes a ration every two days."
            ],
            "recharge": null,
            "id": "jar-of-ants"
          },
          {
            "name": "Last Breath",
            "uses": "d6, 1 charge",
            "tags": [],
            "effects": [
              "A chipped short sword of dubious quality. Drive into the earth to form a crystal dome that encircles and immobilizes the wielder. The dome is impenetrable by mundane means, and shatters once the sword is lifted again."
            ],
            "recharge": "Deliver a killing blow with the sword, absorbing the dying victim's soul into the blade. There is a cunning intelligence within that speaks to the wielder, forever asking for more souls, more!",
            "id": "last-breath"
          },
          {
            "name": "Lightsucker Candle",
            "uses": "3 uses",
            "tags": [],
            "effects": [
              "Once lit, this black tallow wax sheds darkness rather than light, even in the brightest of days."
            ],
            "recharge": null,
            "id": "lightsucker-candle"
          },
          {
            "name": "Lover's Covenant",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A bottle of red-tinted ink, a broken heart emblazoned on the front. Write up a contract of any length. Any who sign are bound to obey by penalty of death."
            ],
            "recharge": null,
            "id": "lovers-covenant"
          },
          {
            "name": "Mace of the Kingslayer",
            "uses": "d8, 2 charges",
            "tags": [],
            "effects": [
              "Hold the weapon aloft and shout an order or declaration. Any who fail a WIL save must obey, against their better judgment."
            ],
            "recharge": "Deliver a fatal blow to the leader of a group or faction.",
            "id": "mace-of-the-kingslayer"
          },
          {
            "name": "Moth Mirror",
            "uses": null,
            "tags": [
              "bulky"
            ],
            "effects": [
              "A full-length, double-sided glass mirror. Step into the mirror to be transported to another mirror you know. You come out of the other side as an enormous swarm of buzzing moths, striking those around you with paralysis (WIL save to avoid) as they gaze upon you in horror. You can revert to your normal form at will. The mirror only operates in one direction."
            ],
            "recharge": null,
            "id": "moth-mirror"
          },
          {
            "name": "Muffle Dust",
            "uses": "2 uses",
            "tags": [],
            "effects": [
              "A pouch of fine dust that muffles all sound in a 40ft radius when scattered."
            ],
            "recharge": null,
            "id": "muffle-dust"
          },
          {
            "name": "Nightstone",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "Rare moon-shaped stones dredged from underwater caves and jungle dolines. Swallow whole to relieve all fatigue and deprivation as if you had a good night's sleep and a good meal. The stone will eventually pass through your system. It isn't fun."
            ],
            "recharge": null,
            "id": "nightstone"
          },
          {
            "name": "Obliteration Scroll",
            "uses": "1 use",
            "tags": [
              "petty"
            ],
            "effects": [
              "A single-page document filled with gibberish. Sign anywhere on the page to remove any knowledge of your existence from this plane of reality. No one will know or remember you, and any references to your name or lineage will vanish. The scroll disappears in a puff of smoke that smells faintly of sulfur."
            ],
            "recharge": null,
            "id": "obliteration-scroll"
          },
          {
            "name": "Parliament's Promise",
            "uses": null,
            "tags": [
              "+1 Armor"
            ],
            "effects": [
              "A helmet in the form of an owl's head. Its wearer can twist their head around like an owl and can see in darkness with perfect clarity. While wearing the helm, the wearer loses the ability to speak, uttering only the simplest of cooing noises."
            ],
            "recharge": null,
            "id": "parliaments-promise"
          },
          {
            "name": "Phoenix Ash",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "Sprinkle over a corpse to resurrect the deceased. They return with full health but no memory of their past life."
            ],
            "recharge": null,
            "id": "phoenix-ash"
          },
          {
            "name": "Ring of the Snake",
            "uses": "1 charge",
            "tags": [
              "petty"
            ],
            "effects": [
              "A wrought-iron serpent ring. Place it on your finger and fall into a sleep so deep that most will think you are dead. If the ring is removed, you will awaken feeling refreshed. Otherwise, the effect will wear off after one month."
            ],
            "recharge": "Bury the ring with a corpse. A month later, exhume the corpse and retrieve it.",
            "id": "ring-of-the-snake"
          },
          {
            "name": "Roc Feather",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "Hold while falling to float safely to the ground from any height."
            ],
            "recharge": null,
            "id": "roc-feather"
          },
          {
            "name": "Skull Whistle",
            "uses": "3 charges",
            "tags": [],
            "effects": [
              "Produces a chilling scream that forces any who hear it (including the blower) to make a WIL save or become temporarily incapacitated."
            ],
            "recharge": "Feed the instrument a clump of human hair pulled from a living skull.",
            "id": "skull-whistle"
          },
          {
            "name": "Soul Clump",
            "uses": null,
            "tags": [],
            "effects": [
              "A hard, fist-sized ball covered in small bumps. When rolled on a flat surface, it collects any objects smaller than its current mass, which subsequently increases as more items are attached to its surface. Only living creatures are immune."
            ],
            "recharge": null,
            "id": "soul-clump"
          },
          {
            "name": "Spystone",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "A smooth, flat stone that is slightly warm to the touch. Squeeze to record audio in a 40ft radius. Squeeze again to play it back, as many times as you like."
            ],
            "recharge": "To record a new sound, skip the rock at least three times on a body of water and recover it.",
            "id": "spystone"
          },
          {
            "name": "Sticky Rope",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "A 100ft rope that can stick to any surface."
            ],
            "recharge": "Cut off 10ft of rope, which then withers away.",
            "id": "sticky-rope"
          },
          {
            "name": "Stone Eater",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A rodent-sized centipede that consumes and digests stone, capable of cutting a small tunnel in under an hour. It can be used more than once, but only if you can catch it (DEX 18)."
            ],
            "recharge": null,
            "id": "stone-eater"
          },
          {
            "name": "Stonewax Gum",
            "uses": "3 uses",
            "tags": [
              "petty"
            ],
            "effects": [
              "Chew, then spit. The gum will harden and stretch, making a perfect, unbreakable seal."
            ],
            "recharge": null,
            "id": "stonewax-gum"
          },
          {
            "name": "Sponge Army",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A dozen miniature soldiers made of carved sea sponges. When splashed with water, they grow to full size [8 HP, 6 STR, 13 DEX, 5 WIL, hardened sponge (d6), _detachment_] and follow the orders of the person they see until they are destroyed or dry out completely (about 10 minutes)."
            ],
            "recharge": null,
            "id": "sponge-army"
          },
          {
            "name": "Tupshead Crown",
            "uses": null,
            "tags": [
              "+1 Armor",
              "bulky"
            ],
            "effects": [
              "A beautifully rendered ram's head helm wrought from tough alpine oak. The horns can be used as weapons (d6+d6)."
            ],
            "recharge": null,
            "id": "tupshead-crown"
          },
          {
            "name": "Veilsilk Grip",
            "uses": "1 charge",
            "tags": [
              "petty"
            ],
            "effects": [
              "A hand wearing this glove can phase through solid objects."
            ],
            "recharge": "Snip off one of the fingers.",
            "id": "veilsilk-grip"
          },
          {
            "name": "Voice of the Mountain",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A rough pebble imbued with the essence of a mountain spirit. Crush to call forth an earthquake or similar natural disaster. Do not expect to be spared."
            ],
            "recharge": null,
            "id": "voice-of-the-mountain"
          },
          {
            "name": "Ward Stone",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A flat, unassuming river stone notched with faded symbols. Smash to release a silvery powder in a 20ft radius that pacifies anyone who breathes it."
            ],
            "recharge": null,
            "id": "ward-stone"
          },
          {
            "name": "Whispergale",
            "uses": "1 use",
            "tags": [],
            "effects": [
              "A balloon-shaped plant that captures a spoken message and delivers it to a location within a day's walk."
            ],
            "recharge": null,
            "id": "whispergale"
          },
          {
            "name": "Whistle-Rope",
            "uses": null,
            "tags": [],
            "effects": [
              "15ft of highly flexible leather. Swirl in the air to generate a powerful subsonic effect that drives away wildlife. Also works underwater."
            ],
            "recharge": null,
            "id": "whistle-rope"
          },
          {
            "name": "Wonder Bar",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "Pressing the switch on the side of this iron bar freezes it in place, even in midair. Once frozen, it cannot be moved by any force until the switch is depressed."
            ],
            "recharge": "Hold the bar with both hands without letting go for one continuous hour (WIL save to succeed). You can make only one attempt each day.",
            "id": "wonder-bar"
          },
          {
            "name": "Wraith Lantern",
            "uses": "1 charge",
            "tags": [],
            "effects": [
              "Write someone's name onto its glass, and the name will disappear. The lantern reveals a path to their current location, visible only to the holder (day or night)."
            ],
            "recharge": "Kill the last person found with the help of the lantern, trapping their spirit inside. The lantern must be nearby when they are killed.",
            "id": "wraith-lantern"
          }
        ]
      }
    }
  },
  "dnd-5e": {
    "label": "D&D 5e SRD",
    "categories": {
      "spells": {
        "label": "Spells",
        "color": "#7b5ea7",
        "displayField": "name",
        "searchFields": [
          "name",
          "school.name"
        ],
        "tag": {
          "field": "level",
          "prefix": "Lvl "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Level {level} {school.name}",
            "{casting_time} · {range} · {duration}"
          ],
          "tags": "components",
          "description": "desc[0]"
        },
        "linkPath": "spells/{level|levelSlug}/",
        "count": 319,
        "items": [
          {
            "index": "acid-arrow",
            "name": "Acid Arrow",
            "desc": [
              "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Powdered rhubarb leaf and an adder's stomach.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "acid",
                "name": "Acid",
                "url": "/api/2014/damage-types/acid"
              },
              "damage_at_slot_level": {
                "2": "4d4",
                "3": "5d4",
                "4": "6d4",
                "5": "7d4",
                "6": "8d4",
                "7": "9d4",
                "8": "10d4",
                "9": "11d4"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/acid-arrow"
          },
          {
            "index": "acid-splash",
            "name": "Acid Splash",
            "desc": [
              "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.",
              "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "damage": {
              "damage_type": {
                "index": "acid",
                "name": "Acid",
                "url": "/api/2014/damage-types/acid"
              },
              "damage_at_character_level": {
                "1": "1d6",
                "5": "2d6",
                "11": "3d6",
                "17": "4d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/acid-splash"
          },
          {
            "index": "aid",
            "name": "Aid",
            "desc": [
              "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny strip of white cloth.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "heal_at_slot_level": {
              "2": "5",
              "3": "10",
              "4": "15",
              "5": "20",
              "6": "25",
              "7": "30",
              "8": "35",
              "9": "40"
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/aid"
          },
          {
            "index": "alarm",
            "name": "Alarm",
            "desc": [
              "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.",
              "A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.",
              "An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny bell and a piece of fine silver wire.",
            "ritual": true,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 1,
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/alarm"
          },
          {
            "index": "alter-self",
            "name": "Alter Self",
            "desc": [
              "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.",
              "***Aquatic Adaptation.*** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.",
              "***Change Appearance.*** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.",
              "***Natural Weapons.*** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/alter-self"
          },
          {
            "index": "animal-friendship",
            "name": "Animal Friendship",
            "desc": [
              "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A morsel of food.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/animal-friendship"
          },
          {
            "index": "animal-messenger",
            "name": "Animal Messenger",
            "desc": [
              "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.",
              "When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell."
            ],
            "higher_level": [
              "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A morsel of food.",
            "ritual": true,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/animal-messenger"
          },
          {
            "index": "animal-shapes",
            "name": "Animal Shapes",
            "desc": [
              "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.",
              "The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.",
              "The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 24 hours",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/animal-shapes"
          },
          {
            "index": "animate-dead",
            "name": "Animate Dead",
            "desc": [
              "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).",
              "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.",
              "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of blood, a piece of flesh, and a pinch of bone dust.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 3,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/animate-dead"
          },
          {
            "index": "animate-objects",
            "name": "Animate Objects",
            "desc": [
              "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.",
              "As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.",
              "##### Animated Object Statistics",
              "| Size | HP | AC | Attack | Str | Dex |",
              "|---|---|---|---|---|---|",
              "| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |",
              "| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |",
              "| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |",
              "| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |",
              "| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |",
              "An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.",
              "If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form."
            ],
            "higher_level": [
              "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/animate-objects"
          },
          {
            "index": "antilife-shell",
            "name": "Antilife Shell",
            "desc": [
              "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.",
              "The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.",
              "If you move so that an affected creature is forced to pass through the barrier, the spell ends."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/antilife-shell"
          },
          {
            "index": "antimagic-field",
            "name": "Antimagic Field",
            "desc": [
              "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.",
              "Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.",
              "***Targeted Effects.*** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.",
              "***Areas of Magic.*** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.",
              "***Spells.*** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.",
              "***Magic Items.*** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.",
              "A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.",
              "***Magical Travel.*** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.",
              "***Creatures and Objects.*** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.",
              "***Dispel Magic.*** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of powdered iron or iron filings.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/antimagic-field"
          },
          {
            "index": "antipathy-sympathy",
            "name": "Antipathy/Sympathy",
            "desc": [
              "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.",
              "***Antipathy.*** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.",
              "***Sympathy.*** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.",
              "If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.",
              "***Ending the Effect.*** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists.",
              "A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.",
            "ritual": false,
            "duration": "10 days",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 8,
            "area_of_effect": {
              "type": "cube",
              "size": 200
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/antipathy-sympathy"
          },
          {
            "index": "arcane-eye",
            "name": "Arcane Eye",
            "desc": [
              "You create an invisible, magical eye within range that hovers in the air for the duration.",
              "You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.",
              "As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of bat fur.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/arcane-eye"
          },
          {
            "index": "arcane-hand",
            "name": "Arcane Hand",
            "desc": [
              "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.",
              "The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.",
              "When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.",
              "***Clenched Fist.*** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.",
              "***Forceful Hand.*** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.",
              "***Grasping Hand.*** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.",
              "***Interposing Hand.*** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An eggshell and a snakeskin glove.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/arcane-hand"
          },
          {
            "index": "arcane-lock",
            "name": "Arcane Lock",
            "desc": [
              "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.",
              "While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Gold dust worth at least 25gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/arcane-lock"
          },
          {
            "index": "arcane-sword",
            "name": "Arcane Sword",
            "desc": [
              "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.",
              "When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 7,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_slot_level": {
                "7": "3d10"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/arcane-sword"
          },
          {
            "index": "arcanists-magic-aura",
            "name": "Arcanist's Magic Aura",
            "desc": [
              "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.",
              "When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.",
              "***False Aura.*** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.",
              "***Mask.*** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small square of silk.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/arcanists-magic-aura"
          },
          {
            "index": "astral-projection",
            "name": "Astral Projection",
            "desc": [
              "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.",
              "Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.",
              "Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.",
              "The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.",
              "The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.",
              "If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "For each creature you affect with this spell, you must provide one jacinth worth at least 1,000gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes.",
            "ritual": false,
            "duration": "Special",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 9,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/astral-projection"
          },
          {
            "index": "augury",
            "name": "Augury",
            "desc": [
              "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:",
              "- Weal, for good results",
              "- Woe, for bad results",
              "- Weal and woe, for both good and bad results",
              "- Nothing, for results that aren't especially good or bad",
              "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.",
              "If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Specially marked sticks, bones, or similar tokens worth at least 25gp.",
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/augury"
          },
          {
            "index": "awaken",
            "name": "Awaken",
            "desc": [
              "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.",
              "The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An agate worth at least 1,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "8 hours",
            "level": 5,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/awaken"
          },
          {
            "index": "bane",
            "name": "Bane",
            "desc": [
              "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of blood.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/bane"
          },
          {
            "index": "banishment",
            "name": "Banishment",
            "desc": [
              "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished.",
              "If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.",
              "If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An item distasteful to the target.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/banishment"
          },
          {
            "index": "barkskin",
            "name": "Barkskin",
            "desc": [
              "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A handful of oak bark.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/barkskin"
          },
          {
            "index": "beacon-of-hope",
            "name": "Beacon of Hope",
            "desc": [
              "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/beacon-of-hope"
          },
          {
            "index": "bestow-curse",
            "name": "Bestow Curse",
            "desc": [
              "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:",
              "- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.",
              "- While cursed, the target has disadvantage on attack rolls against you.",
              "- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.",
              "- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.",
              "A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect."
            ],
            "higher_level": [
              "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On fail, become cursed for the duration of the spell."
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/bestow-curse"
          },
          {
            "index": "black-tentacles",
            "name": "Black Tentacles",
            "desc": [
              "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.",
              "When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.",
              "A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A piece of tentacle from a giant octopus or a giant squid",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              },
              "damage_at_slot_level": {
                "4": "3d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none",
              "desc": "A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself."
            },
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/black-tentacles"
          },
          {
            "index": "blade-barrier",
            "name": "Blade Barrier",
            "desc": [
              "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.",
              "When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              },
              "damage_at_slot_level": {
                "6": "6d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "line",
              "size": 100
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/blade-barrier"
          },
          {
            "index": "bless",
            "name": "Bless",
            "desc": [
              "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A sprinkling of holy water.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/bless"
          },
          {
            "index": "blight",
            "name": "Blight",
            "desc": [
              "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.",
              "If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.",
              "If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "4": "8d8",
                "5": "9d8",
                "6": "10d8",
                "7": "11d8",
                "8": "12d8",
                "9": "13d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/blight"
          },
          {
            "index": "blindness-deafness",
            "name": "Blindness/Deafness",
            "desc": [
              "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/blindness-deafness"
          },
          {
            "index": "blink",
            "name": "Blink",
            "desc": [
              "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.",
              "While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/blink"
          },
          {
            "index": "blur",
            "name": "Blur",
            "desc": [
              "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/blur"
          },
          {
            "index": "branding-smite",
            "name": "Branding Smite",
            "desc": [
              "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "2": "2d6",
                "3": "3d6",
                "4": "4d6",
                "5": "5d6",
                "6": "6d6",
                "7": "7d6",
                "8": "8d6",
                "9": "9d6"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/branding-smite"
          },
          {
            "index": "burning-hands",
            "name": "Burning Hands",
            "desc": [
              "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.",
              "The fire ignites any flammable objects in the area that aren't being worn or carried."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "1": "3d6",
                "2": "4d6",
                "3": "5d6",
                "4": "6d6",
                "5": "7d6",
                "6": "8d6",
                "7": "9d6",
                "8": "10d6",
                "9": "11d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cone",
              "size": 15
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/burning-hands"
          },
          {
            "index": "call-lightning",
            "name": "Call Lightning",
            "desc": [
              "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).",
              "When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.",
              "If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "damage": {
              "damage_type": {
                "index": "lightning",
                "name": "Lightning",
                "url": "/api/2014/damage-types/lightning"
              },
              "damage_at_slot_level": {
                "3": "3d10",
                "4": "4d10",
                "5": "5d10",
                "6": "6d10",
                "7": "7d10",
                "8": "8d10",
                "9": "9d10"
              }
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 5
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/call-lightning"
          },
          {
            "index": "calm-emotions",
            "name": "Calm Emotions",
            "desc": [
              "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.",
              "Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/calm-emotions"
          },
          {
            "index": "chain-lightning",
            "name": "Chain Lightning",
            "desc": [
              "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.",
              "A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "lightning",
                "name": "Lightning",
                "url": "/api/2014/damage-types/lightning"
              },
              "damage_at_slot_level": {
                "6": "10d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/chain-lightning"
          },
          {
            "index": "charm-person",
            "name": "Charm Person",
            "desc": [
              "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/charm-person"
          },
          {
            "index": "chill-touch",
            "name": "Chill Touch",
            "desc": [
              "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.",
              "If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.",
              "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_character_level": {
                "1": "1d8",
                "5": "2d8",
                "11": "3d8",
                "17": "4d8"
              }
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/chill-touch"
          },
          {
            "index": "circle-of-death",
            "name": "Circle of Death",
            "desc": [
              "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "The powder of a crushed black pearl worth at least 500 gp.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "6": "8d6",
                "7": "10d6",
                "8": "12d6",
                "9": "14d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 60
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/circle-of-death"
          },
          {
            "index": "clairvoyance",
            "name": "Clairvoyance",
            "desc": [
              "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.",
              "When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.",
              "A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist."
            ],
            "range": "1 mile",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "10 minutes",
            "level": 3,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/clairvoyance"
          },
          {
            "index": "clone",
            "name": "Clone",
            "desc": [
              "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.",
              "At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 8,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/clone"
          },
          {
            "index": "cloudkill",
            "name": "Cloudkill",
            "desc": [
              "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.",
              "When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.",
              "The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "damage": {
              "damage_type": {
                "index": "poison",
                "name": "Poison",
                "url": "/api/2014/damage-types/poison"
              },
              "damage_at_slot_level": {
                "5": "5d8",
                "6": "6d8",
                "7": "7d8",
                "8": "8d8",
                "9": "9d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half",
              "desc": "Creatures are affected even if they hold their breath or don't need to breathe."
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/cloudkill"
          },
          {
            "index": "color-spray",
            "name": "Color Spray",
            "desc": [
              "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).",
              "Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of powder or sand that is colored red, yellow, and blue.",
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "cone",
              "size": 15
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/color-spray"
          },
          {
            "index": "command",
            "name": "Command",
            "desc": [
              "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.",
              "Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.",
              "***Approach.*** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.",
              "***Drop.*** The target drops whatever it is holding and then ends its turn.",
              "***Flee.*** The target spends its turn moving away from you by the fastest available means.",
              "***Grovel.*** The target falls prone and then ends its turn.",
              "***Halt.*** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/command"
          },
          {
            "index": "commune",
            "name": "Commune",
            "desc": [
              "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.",
              "Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.",
              "If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Incense and a vial of holy or unholy water.",
            "ritual": true,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/commune"
          },
          {
            "index": "commune-with-nature",
            "name": "Commune With Nature",
            "desc": [
              "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.",
              "You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:",
              "- terrain and bodies of water",
              "- prevalent plants, minerals, animals, or peoples",
              "- powerful celestials, fey, fiends, elementals, or undead",
              "- influence from other planes of existence",
              "- buildings",
              "For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/commune-with-nature"
          },
          {
            "index": "comprehend-languages",
            "name": "Comprehend Languages",
            "desc": [
              "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.",
              "This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of soot and salt.",
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/comprehend-languages"
          },
          {
            "index": "compulsion",
            "name": "Compulsion",
            "desc": [
              "Creatures of your choice that you can see within range and that can hear you must make a wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.",
              "A target isn't compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/compulsion"
          },
          {
            "index": "cone-of-cold",
            "name": "Cone of Cold",
            "desc": [
              "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.",
              "A creature killed by this spell becomes a frozen statue until it thaws."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small crystal or glass cone.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "damage": {
              "damage_type": {
                "index": "cold",
                "name": "Cold",
                "url": "/api/2014/damage-types/cold"
              },
              "damage_at_slot_level": {
                "5": "8d8",
                "6": "9d8",
                "7": "10d8",
                "8": "11d8",
                "9": "12d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half",
              "desc": "A creature killed by this spell becomes a frozen statue until it thaws."
            },
            "area_of_effect": {
              "type": "cone",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/cone-of-cold"
          },
          {
            "index": "confusion",
            "name": "Confusion",
            "desc": [
              "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.",
              "An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.",
              "| d10 | Behavior |",
              "|---|---|",
              "| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |",
              "| 2-6 | The creature doesn't move or take actions this turn. |",
              "| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |",
              "| 9-10 | The creature can act and move normally. |",
              "At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Three walnut shells.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/confusion"
          },
          {
            "index": "conjure-animals",
            "name": "Conjure Animals",
            "desc": [
              "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:",
              "- One beast of challenge rating 2 or lower",
              "- Two beasts of challenge rating 1 or lower",
              "- Four beasts of challenge rating 1/2 or lower",
              "- Eight beasts of challenge rating 1/4 or lower",
              "- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.",
              "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.",
              "The GM has the creatures' statistics."
            ],
            "higher_level": [
              "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/conjure-animals"
          },
          {
            "index": "conjure-celestial",
            "name": "Conjure Celestial",
            "desc": [
              "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.",
              "The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.",
              "The GM has the celestial's statistics."
            ],
            "higher_level": [
              "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 minute",
            "level": 7,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/conjure-celestial"
          },
          {
            "index": "conjure-elemental",
            "name": "Conjure Elemental",
            "desc": [
              "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.",
              "The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.",
              "If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.",
              "The GM has the elemental's statistics."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 minute",
            "level": 5,
            "area_of_effect": {
              "type": "cube",
              "size": 10
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/conjure-elemental"
          },
          {
            "index": "conjure-fey",
            "name": "Conjure Fey",
            "desc": [
              "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.",
              "The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.",
              "If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.",
              "The GM has the fey creature's statistics."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 minute",
            "level": 6,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/conjure-fey"
          },
          {
            "index": "conjure-minor-elementals",
            "name": "Conjure Minor Elementals",
            "desc": [
              "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:",
              "- One elemental of challenge rating 2 or lower",
              "- Two elementals of challenge rating 1 or lower",
              "- Four elementals of challenge rating 1/2 or lower",
              "- Eight elementals of challenge rating 1/4 or lower.",
              "An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.",
              "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.",
              "The GM has the creatures' statistics."
            ],
            "higher_level": [
              "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 minute",
            "level": 4,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/conjure-minor-elementals"
          },
          {
            "index": "conjure-woodland-beings",
            "name": "Conjure Woodland Beings",
            "desc": [
              "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:",
              "- One fey creature of challenge rating 2 or lower",
              "- Two fey creatures of challenge rating 1 or lower",
              "- Four fey creatures of challenge rating 1/2 or lower",
              "- Eight fey creatures of challenge rating 1/4 or lower",
              "A summoned creature disappears when it drops to 0 hit points or when the spell ends.",
              "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.",
              "The GM has the creatures' statistics."
            ],
            "higher_level": [
              "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "One holly berry per creature summoned.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/conjure-woodland-beings"
          },
          {
            "index": "contact-other-plane",
            "name": "Contact Other Plane",
            "desc": [
              "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.",
              "On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": true,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              },
              "dc_success": "other",
              "desc": "On a failure, you take 6d6 psychic damage and are insane until you finish a long rest."
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/contact-other-plane"
          },
          {
            "index": "contagion",
            "name": "Contagion",
            "desc": [
              "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.",
              "At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.",
              "Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.",
              "***Blinding Sickness.*** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.",
              "***Filth Fever.*** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.",
              "***Flesh Rot.*** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.",
              "***Mindfire.*** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.",
              "***Seizure.*** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.",
              "***Slimy Doom.*** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "7 days",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "attack_type": "melee",
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "other",
              "desc": "After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends."
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/contagion"
          },
          {
            "index": "contingency",
            "name": "Contingency",
            "desc": [
              "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.",
              "The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.",
              "The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.",
            "ritual": false,
            "duration": "10 days",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 6,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/contingency"
          },
          {
            "index": "continual-flame",
            "name": "Continual Flame",
            "desc": [
              "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Ruby dust worth 50 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/continual-flame"
          },
          {
            "index": "control-water",
            "name": "Control Water",
            "desc": [
              "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.",
              "***Flood.*** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.",
              "If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.",
              "The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.",
              "***Part Water.*** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.",
              "***Redirect Flow.*** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.",
              "***Whirlpool.*** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.",
              "When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.",
              "The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of water and a pinch of dust.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              },
              "damage_at_slot_level": {
                "4": "2d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 100
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/control-water"
          },
          {
            "index": "control-weather",
            "name": "Control Weather",
            "desc": [
              "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.",
              "When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.",
              "When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.",
              "##### Precipitation",
              "| Stage | Condition |",
              "|---|---|",
              "| 1 | Clear |",
              "| 2 | Light clouds |",
              "| 3 | Overcast or ground fog |",
              "| 4 | Rain, hail, or snow |",
              "| 5 | Torrential rain, driving hail, or blizzard |",
              "##### Temperature",
              "| Stage | Condition |",
              "|---|---|",
              "| 1 | Unbearable heat |",
              "| 2 | Hot |",
              "| 3 | Warm |",
              "| 4 | Cool |",
              "| 5 | Cold |",
              "| 6 | Arctic cold |",
              "##### Wind",
              "| Stage | Condition |",
              "|---|---|",
              "| 1 | Calm |",
              "| 2 | Moderate wind |",
              "| 3 | Strong wind |",
              "| 4 | Gale |",
              "| 5 | Storm |"
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Burning incense and bits of earth and wood mixed in water.",
            "ritual": false,
            "duration": "Up to 8 hours",
            "concentration": true,
            "casting_time": "10 minutes",
            "level": 8,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/control-weather"
          },
          {
            "index": "counterspell",
            "name": "Counterspell",
            "desc": [
              "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used."
            ],
            "range": "60 feet",
            "components": [
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 reaction",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/counterspell"
          },
          {
            "index": "create-food-and-water",
            "name": "Create Food and Water",
            "desc": [
              "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/create-food-and-water"
          },
          {
            "index": "create-undead",
            "name": "Create Undead",
            "desc": [
              "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)",
              "As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.",
              "The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones."
            ],
            "higher_level": [
              "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 6,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/create-undead"
          },
          {
            "index": "create-or-destroy-water",
            "name": "Create or Destroy Water",
            "desc": [
              "You either create or destroy water.",
              "***Create Water.*** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.",
              "***Destroy Water.*** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of water if creating water, or a few grains of sand if destroying it.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "cube",
              "size": 30
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/create-or-destroy-water"
          },
          {
            "index": "creation",
            "name": "Creation",
            "desc": [
              "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.",
              "The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.",
              "| Material | Duration |",
              "|---|---|",
              "| Vegetable matter | 1 day |",
              "| Stone or crystal | 12 hours |",
              "| Precious metals | 1 hour |",
              "| Gems | 10 minutes |",
              "| Adamantine or mithral | 1 minute |",
              "Using any material created by this spell as another spell's material component causes that spell to fail."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny piece of matter of the same type of the item you plan to create.",
            "ritual": false,
            "duration": "Special",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "area_of_effect": {
              "type": "cube",
              "size": 5
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/creation"
          },
          {
            "index": "cure-wounds",
            "name": "Cure Wounds",
            "desc": [
              "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "heal_at_slot_level": {
              "1": "1d8 + MOD",
              "2": "2d8 + MOD",
              "3": "3d8 + MOD",
              "4": "4d8 + MOD",
              "5": "5d8 + MOD",
              "6": "6d8 + MOD",
              "7": "7d8 + MOD",
              "8": "8d8 + MOD",
              "9": "9d8 + MOD"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/cure-wounds"
          },
          {
            "index": "dancing-lights",
            "name": "Dancing Lights",
            "desc": [
              "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.",
              "As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of phosphorus or wychwood, or a glowworm.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/dancing-lights"
          },
          {
            "index": "darkness",
            "name": "Darkness",
            "desc": [
              "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.",
              "If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.",
              "If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "M"
            ],
            "material": "Bat fur and a drop of pitch or piece of coal.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "area_of_effect": {
              "type": "sphere",
              "size": 15
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/darkness"
          },
          {
            "index": "darkvision",
            "name": "Darkvision",
            "desc": [
              "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Either a pinch of dried carrot or an agate.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/darkvision"
          },
          {
            "index": "daylight",
            "name": "Daylight",
            "desc": [
              "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.",
              "If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.",
              "If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "area_of_effect": {
              "type": "sphere",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/daylight"
          },
          {
            "index": "death-ward",
            "name": "Death Ward",
            "desc": [
              "You touch a creature and grant it a measure of protection from death.",
              "The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.",
              "If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/death-ward"
          },
          {
            "index": "delayed-blast-fireball",
            "name": "Delayed Blast Fireball",
            "desc": [
              "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.",
              "The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.",
              "If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.",
              "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny ball of bat guano and sulfur.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 7,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "7": "12d6",
                "8": "13d6",
                "9": "14d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/delayed-blast-fireball"
          },
          {
            "index": "demiplane",
            "name": "Demiplane",
            "desc": [
              "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.",
              "Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead."
            ],
            "range": "60 feet",
            "components": [
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/demiplane"
          },
          {
            "index": "detect-evil-and-good",
            "name": "Detect Evil and Good",
            "desc": [
              "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.",
              "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/detect-evil-and-good"
          },
          {
            "index": "detect-magic",
            "name": "Detect Magic",
            "desc": [
              "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.",
              "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/detect-magic"
          },
          {
            "index": "detect-poison-and-disease",
            "name": "Detect Poison and Disease",
            "desc": [
              "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.",
              "The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A yew leaf.",
            "ritual": true,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/detect-poison-and-disease"
          },
          {
            "index": "detect-thoughts",
            "name": "Detect Thoughts",
            "desc": [
              "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.",
              "You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.",
              "Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.",
              "You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.",
              "Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A copper coin.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/detect-thoughts"
          },
          {
            "index": "dimension-door",
            "name": "Dimension Door",
            "desc": [
              "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"",
              "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.",
              "If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you."
            ],
            "range": "500 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_slot_level": {
                "4": "4d6"
              }
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/dimension-door"
          },
          {
            "index": "disguise-self",
            "name": "Disguise Self",
            "desc": [
              "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.",
              "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.",
              "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/disguise-self"
          },
          {
            "index": "disintegrate",
            "name": "Disintegrate",
            "desc": [
              "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.",
              "A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.",
              "A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.",
              "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A lodestone and a pinch of dust.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_slot_level": {
                "6": "10d6 + 40"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 10
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/disintegrate"
          },
          {
            "index": "dispel-evil-and-good",
            "name": "Dispel Evil and Good",
            "desc": [
              "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.",
              "You can end the spell early by using either of the following special functions.",
              "***Break Enchantment.*** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.",
              "***Dismissal.*** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Holy water or powdered silver and iron.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "other",
              "desc": "The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already)"
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/dispel-evil-and-good"
          },
          {
            "index": "dispel-magic",
            "name": "Dispel Magic",
            "desc": [
              "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/dispel-magic"
          },
          {
            "index": "divination",
            "name": "Divination",
            "desc": [
              "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.",
              "The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.",
              "If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes.",
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/divination"
          },
          {
            "index": "divine-favor",
            "name": "Divine Favor",
            "desc": [
              "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 1,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "1": "1d4"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/divine-favor"
          },
          {
            "index": "divine-word",
            "name": "Divine Word",
            "desc": [
              "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:",
              "- 50 hit points or fewer: deafened for 1 minute",
              "- 40 hit points or fewer: deafened and blinded for 10 minutes",
              "- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour",
              "- 20 hit points or fewer: killed instantly",
              "Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 7,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none",
              "desc": "On a failed save, a creature suffers an effect based on its current hit points."
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/divine-word"
          },
          {
            "index": "dominate-beast",
            "name": "Dominate Beast",
            "desc": [
              "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.",
              "While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.",
              "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/dominate-beast"
          },
          {
            "index": "dominate-monster",
            "name": "Dominate Monster",
            "desc": [
              "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.",
              "While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.",
              "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.",
              "Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On failure, the creature is charmed by you for the duration."
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/dominate-monster"
          },
          {
            "index": "dominate-person",
            "name": "Dominate Person",
            "desc": [
              "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.",
              "While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.",
              "You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.",
              "Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "other",
              "desc": "Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends."
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/dominate-person"
          },
          {
            "index": "dream",
            "name": "Dream",
            "desc": [
              "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.",
              "While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.",
              "If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.",
              "You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.",
              "If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage."
            ],
            "range": "Special",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "damage": {
              "damage_type": {
                "index": "psychic",
                "name": "Psychic",
                "url": "/api/2014/damage-types/psychic"
              },
              "damage_at_slot_level": {
                "5": "3d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest."
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/dream"
          },
          {
            "index": "druidcraft",
            "name": "Druidcraft",
            "desc": [
              "Whispering to the spirits of nature, you create one of the following effects within 'range':",
              "- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.",
              "- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.",
              "- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.",
              "- You instantly light or snuff out a candle, a torch, or a small campfire."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/druidcraft"
          },
          {
            "index": "earthquake",
            "name": "Earthquake",
            "desc": [
              "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.",
              "The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.",
              "When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.",
              "This spell can have additional effects depending on the terrain in the area, as determined by the GM.",
              "Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.",
              "A fissure that opens beneath a structure causes it to automatically collapse (see below).",
              "Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried."
            ],
            "range": "500 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of dirt, a piece of rock, and a lump of clay.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "area_of_effect": {
              "type": "sphere",
              "size": 100
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/earthquake"
          },
          {
            "index": "eldritch-blast",
            "name": "Eldritch Blast",
            "desc": [
              "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_character_level": {
                "1": "1d10",
                "5": "1d10",
                "11": "1d10",
                "17": "1d10"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/eldritch-blast"
          },
          {
            "index": "enhance-ability",
            "name": "Enhance Ability",
            "desc": [
              "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.",
              "***Bear's Endurance.*** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.",
              "***Bull's Strength.*** The target has advantage on strength checks, and his or her carrying capacity doubles.",
              "***Cat's Grace.*** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.",
              "***Eagle's Splendor.*** The target has advantage on Charisma checks.",
              "***Fox's Cunning.*** The target has advantage on intelligence checks.",
              "***Owl's Wisdom.*** The target has advantage on wisdom checks."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Fur or a feather from a beast.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/enhance-ability"
          },
          {
            "index": "enlarge-reduce",
            "name": "Enlarge/Reduce",
            "desc": [
              "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.",
              "If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.",
              "***Enlarge.*** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.",
              "***Reduce.*** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch iron powder.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/enlarge-reduce"
          },
          {
            "index": "entangle",
            "name": "Entangle",
            "desc": [
              "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.",
              "A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.",
              "When the spell ends, the conjured plants wilt away."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/entangle"
          },
          {
            "index": "enthrall",
            "name": "Enthrall",
            "desc": [
              "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/enthrall"
          },
          {
            "index": "etherealness",
            "name": "Etherealness",
            "desc": [
              "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.",
              "While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.",
              "You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.",
              "When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.",
              "This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/etherealness"
          },
          {
            "index": "expeditious-retreat",
            "name": "Expeditious Retreat",
            "desc": [
              "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/expeditious-retreat"
          },
          {
            "index": "eyebite",
            "name": "Eyebite",
            "desc": [
              "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.",
              "***Asleep.*** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.",
              "***Panicked.*** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.",
              "***Sickened.*** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On failure, the target can be affected by one of the following effects of your choice for the duration. [Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.] [Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.] [Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.]"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/eyebite"
          },
          {
            "index": "fabricate",
            "name": "Fabricate",
            "desc": [
              "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.",
              "Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.",
              "Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 4,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/fabricate"
          },
          {
            "index": "faerie-fire",
            "name": "Faerie Fire",
            "desc": [
              "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.",
              "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/faerie-fire"
          },
          {
            "index": "faithful-hound",
            "name": "Faithful Hound",
            "desc": [
              "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.",
              "The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.",
              "At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny silver whistle, a piece of bone, and a thread",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              },
              "damage_at_slot_level": {
                "4": "4d8"
              }
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/faithful-hound"
          },
          {
            "index": "false-life",
            "name": "False Life",
            "desc": [
              "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small amount of alcohol or distilled spirits.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "heal_at_slot_level": {
              "1": "1d4 + 4",
              "2": "1d4 + 9",
              "3": "1d4 + 14",
              "4": "1d4 + 19",
              "5": "1d4 + 24",
              "6": "1d4 + 29",
              "7": "1d4 + 34",
              "8": "1d4 + 39",
              "9": "1d4 + 44"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/false-life"
          },
          {
            "index": "fear",
            "name": "Fear",
            "desc": [
              "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration.",
              "While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A white feather or the heart of a hen.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On fail, A creature drop whatever it is holding and become frightened for the duration."
            },
            "area_of_effect": {
              "type": "cone",
              "size": 30
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/fear"
          },
          {
            "index": "feather-fall",
            "name": "Feather Fall",
            "desc": [
              "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "M"
            ],
            "material": "A small feather or a piece of down.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 reaction",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/feather-fall"
          },
          {
            "index": "feeblemind",
            "name": "Feeblemind",
            "desc": [
              "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw.",
              "On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.",
              "At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.",
              "The spell can also be ended by greater restoration, heal, or wish."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A handful of clay, crystal, glass, or mineral spheres.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "damage": {
              "damage_type": {
                "index": "psychic",
                "name": "Psychic",
                "url": "/api/2014/damage-types/psychic"
              },
              "damage_at_slot_level": {
                "8": "4d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              },
              "dc_success": "other",
              "desc": "The target always takes the damage. On a failed save, the creature's Intelligence and Charisma scores become 1."
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/feeblemind"
          },
          {
            "index": "find-familiar",
            "name": "Find Familiar",
            "desc": [
              "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.",
              "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.",
              "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.",
              "While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.",
              "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.",
              "You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.",
              "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.",
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 1,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/find-familiar"
          },
          {
            "index": "find-steed",
            "name": "Find Steed",
            "desc": [
              "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.",
              "Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.",
              "When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.",
              "While your steed is within 1 mile of you, you can communicate with it telepathically.",
              "You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 2,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/find-steed"
          },
          {
            "index": "find-traps",
            "name": "Find Traps",
            "desc": [
              "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.",
              "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/find-traps"
          },
          {
            "index": "find-the-path",
            "name": "Find the Path",
            "desc": [
              "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.",
              "For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100gp and an object from the location you wish to find.",
            "ritual": false,
            "duration": "Up to 24 hours",
            "concentration": true,
            "casting_time": "1 minute",
            "level": 6,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/find-the-path"
          },
          {
            "index": "finger-of-death",
            "name": "Finger of Death",
            "desc": [
              "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.",
              "A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "7": "7d8 + 30"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/finger-of-death"
          },
          {
            "index": "fire-bolt",
            "name": "Fire Bolt",
            "desc": [
              "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.",
              "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_character_level": {
                "1": "1d10",
                "5": "2d10",
                "11": "3d10",
                "17": "4d10"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/fire-bolt"
          },
          {
            "index": "fire-shield",
            "name": "Fire Shield",
            "desc": [
              "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.",
              "The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage.",
              "In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A little phosphorus or a firefly.",
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "4": "2d8"
              }
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 5
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/fire-shield"
          },
          {
            "index": "fire-storm",
            "name": "Fire Storm",
            "desc": [
              "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.",
              "The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "7": "7d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 100
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/fire-storm"
          },
          {
            "index": "fireball",
            "name": "Fireball",
            "desc": [
              "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.",
              "The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny ball of bat guano and sulfur.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "3": "8d6",
                "4": "9d6",
                "5": "10d6",
                "6": "11d6",
                "7": "12d6",
                "8": "13d6",
                "9": "14d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/fireball"
          },
          {
            "index": "flame-blade",
            "name": "Flame Blade",
            "desc": [
              "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.",
              "You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.",
              "The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Leaf of sumac.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "2": "3d6",
                "4": "4d6",
                "6": "5d6",
                "8": "6d6"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/flame-blade"
          },
          {
            "index": "flame-strike",
            "name": "Flame Strike",
            "desc": [
              "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Pinch of sulfur.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "5": "4d6 + 4d6",
                "6": "4d6 + 5d6",
                "7": "4d6 + 6d6",
                "8": "4d6 + 7d6",
                "9": "4d6 + 8d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 40
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/flame-strike"
          },
          {
            "index": "flaming-sphere",
            "name": "Flaming Sphere",
            "desc": [
              "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.",
              "As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.",
              "When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "2": "2d6",
                "3": "3d6",
                "4": "4d6",
                "5": "5d6",
                "6": "6d6",
                "7": "7d6",
                "8": "8d6",
                "9": "9d6"
              }
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/flaming-sphere"
          },
          {
            "index": "flesh-to-stone",
            "name": "Flesh to Stone",
            "desc": [
              "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.",
              "A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.",
              "If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.",
              "If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of lime, water, and earth.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none",
              "desc": "On a failed save, the target is restrained as its flesh begins to harden."
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/flesh-to-stone"
          },
          {
            "index": "floating-disk",
            "name": "Floating Disk",
            "desc": [
              "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.",
              "The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.",
              "If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of mercury.",
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/floating-disk"
          },
          {
            "index": "fly",
            "name": "Fly",
            "desc": [
              "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A wing feather from any bird.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/fly"
          },
          {
            "index": "fog-cloud",
            "name": "Fog Cloud",
            "desc": [
              "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/fog-cloud"
          },
          {
            "index": "forbiddance",
            "name": "Forbiddance",
            "desc": [
              "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.",
              "In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).",
              "When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.",
              "The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp.",
            "ritual": true,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 6,
            "area_of_effect": {
              "type": "cube",
              "size": 40000
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/forbiddance"
          },
          {
            "index": "forcecage",
            "name": "Forcecage",
            "desc": [
              "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.",
              "A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.",
              "A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.",
              "When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.",
              "A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.",
              "This spell can't be dispelled by dispel magic."
            ],
            "range": "100 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Ruby dust worth 1,500 gp.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/forcecage"
          },
          {
            "index": "foresight",
            "name": "Foresight",
            "desc": [
              "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.",
              "This spell immediately ends if you cast it again before its duration ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A hummingbird feather.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 9,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/foresight"
          },
          {
            "index": "freedom-of-movement",
            "name": "Freedom of Movement",
            "desc": [
              "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.",
              "The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A leather strap, bound around the arm or a similar appendage.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/freedom-of-movement"
          },
          {
            "index": "freezing-sphere",
            "name": "Freezing Sphere",
            "desc": [
              "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.",
              "If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.",
              "You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small crystal sphere.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "cold",
                "name": "Cold",
                "url": "/api/2014/damage-types/cold"
              },
              "damage_at_slot_level": {
                "6": "10d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/freezing-sphere"
          },
          {
            "index": "gaseous-form",
            "name": "Gaseous Form",
            "desc": [
              "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.",
              "While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.",
              "While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of gauze and a wisp of smoke.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/gaseous-form"
          },
          {
            "index": "gate",
            "name": "Gate",
            "desc": [
              "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.",
              "The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.",
              "Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.",
              "When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A diamond worth at least 5,000gp.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/gate"
          },
          {
            "index": "geas",
            "name": "Geas",
            "desc": [
              "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.",
              "You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.",
              "You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "30 days",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/geas"
          },
          {
            "index": "gentle-repose",
            "name": "Gentle Repose",
            "desc": [
              "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.",
              "The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration.",
            "ritual": true,
            "duration": "10 days",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/gentle-repose"
          },
          {
            "index": "giant-insect",
            "name": "Giant Insect",
            "desc": [
              "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.",
              "Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.",
              "A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.",
              "The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/giant-insect"
          },
          {
            "index": "glibness",
            "name": "Glibness",
            "desc": [
              "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/glibness"
          },
          {
            "index": "globe-of-invulnerability",
            "name": "Globe of Invulnerability",
            "desc": [
              "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.",
              "Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A glass or crystal bead that shatters when the spell ends.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/globe-of-invulnerability"
          },
          {
            "index": "glyph-of-warding",
            "name": "Glyph of Warding",
            "desc": [
              "When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.",
              "The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.",
              "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.",
              "You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.",
              "When you inscribe the glyph, choose *explosive runes* or a *spell glyph*.",
              "***Explosive Runes.*** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.",
              "***Spell Glyph.*** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Incense and powdered diamond worth at least 200 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/glyph-of-warding"
          },
          {
            "index": "goodberry",
            "name": "Goodberry",
            "desc": [
              "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for a day.",
              "The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A sprig of mistletoe.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/goodberry"
          },
          {
            "index": "grease",
            "name": "Grease",
            "desc": [
              "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.",
              "When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of pork rind or butter.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 10
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/grease"
          },
          {
            "index": "greater-invisibility",
            "name": "Greater Invisibility",
            "desc": [
              "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/greater-invisibility"
          },
          {
            "index": "greater-restoration",
            "name": "Greater Restoration",
            "desc": [
              "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:",
              "- One effect that charmed or petrified the target",
              "- One curse, including the target's attunement to a cursed magic item",
              "- Any reduction to one of the target's ability scores",
              "- One effect reducing the target's hit point maximum"
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Diamond dust worth at least 100gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/greater-restoration"
          },
          {
            "index": "guardian-of-faith",
            "name": "Guardian of Faith",
            "desc": [
              "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.",
              "Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "4": "20"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 10
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/guardian-of-faith"
          },
          {
            "index": "guards-and-wards",
            "name": "Guards and Wards",
            "desc": [
              "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.",
              "When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.",
              "Guards and wards creates the following effects within the warded area.",
              "***Corridors.*** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.",
              "***Doors.*** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.",
              "***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.",
              "***Other Spell Effect.*** You can place your choice of one of the following magical effects within the warded area of the stronghold.",
              "- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.",
              "- Place magic mouth in two locations.",
              "- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.",
              "- Place a constant gust of wind in one corridor or room.",
              "- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.",
              "The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.",
              "You can create a permanently guarded and warded structure by casting this spell there every day for one year."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 6,
            "area_of_effect": {
              "type": "cube",
              "size": 2500
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/guards-and-wards"
          },
          {
            "index": "guidance",
            "name": "Guidance",
            "desc": [
              "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/guidance"
          },
          {
            "index": "guiding-bolt",
            "name": "Guiding Bolt",
            "desc": [
              "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "1": "4d6",
                "2": "5d6",
                "3": "6d6",
                "4": "7d6",
                "5": "8d6",
                "6": "9d6",
                "7": "10d6",
                "8": "11d6",
                "9": "12d6"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/guiding-bolt"
          },
          {
            "index": "gust-of-wind",
            "name": "Gust of Wind",
            "desc": [
              "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line.",
              "Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.",
              "The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.",
              "As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A legume seed.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "line",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/gust-of-wind"
          },
          {
            "index": "hallow",
            "name": "Hallow",
            "desc": [
              "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.",
              "First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.",
              "Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.",
              "***Courage.*** Affected creatures can't be frightened while in the area.",
              "***Darkness.*** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.",
              "***Daylight.*** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.",
              "***Energy Protection.*** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.",
              "***Energy Vulnerability.*** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.",
              "***Everlasting Rest.*** Dead bodies interred in the area can't be turned into undead.",
              "***Extradimensional Interference.*** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.",
              "***Fear.*** Affected creatures are frightened while in the area.",
              "***Silence.*** No sound can emanate from within the area, and no sound can reach into it.",
              "***Tongues.*** Affected creatures can communicate with any other creature in the area, even if they don't share a common language."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "24 hours",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/hallow"
          },
          {
            "index": "hallucinatory-terrain",
            "name": "Hallucinatory Terrain",
            "desc": [
              "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.",
              "The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A stone, a twig, and a bit of green plant.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 4,
            "area_of_effect": {
              "type": "cube",
              "size": 150
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/hallucinatory-terrain"
          },
          {
            "index": "harm",
            "name": "Harm",
            "desc": [
              "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "6": "14d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/harm"
          },
          {
            "index": "haste",
            "name": "Haste",
            "desc": [
              "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.",
              "When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A shaving of licorice root.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/haste"
          },
          {
            "index": "heal",
            "name": "Heal",
            "desc": [
              "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "heal_at_slot_level": {
              "6": "70",
              "7": "80",
              "8": "90",
              "9": "100"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/heal"
          },
          {
            "index": "healing-word",
            "name": "Healing Word",
            "desc": [
              "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 1,
            "heal_at_slot_level": {
              "1": "1d4 + MOD",
              "2": "2d4 + MOD",
              "3": "3d4 + MOD",
              "4": "4d4 + MOD",
              "5": "5d4 + MOD",
              "6": "6d4 + MOD",
              "7": "7d4 + MOD",
              "8": "8d4 + MOD",
              "9": "9d4 + MOD"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/healing-word"
          },
          {
            "index": "heat-metal",
            "name": "Heat Metal",
            "desc": [
              "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.",
              "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A piece of iron and a flame.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "2": "2d8",
                "3": "3d8",
                "4": "4d8",
                "5": "5d8",
                "6": "6d8",
                "7": "7d8",
                "8": "8d8",
                "9": "9d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "other",
              "desc": "Can choose to not drop the object"
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/heat-metal"
          },
          {
            "index": "hellish-rebuke",
            "name": "Hellish Rebuke",
            "desc": [
              "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 reaction",
            "level": 1,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "1": "2d10",
                "2": "3d10",
                "3": "4d10",
                "4": "5d10",
                "5": "6d10",
                "6": "7d10",
                "7": "8d10",
                "8": "9d10",
                "9": "10d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/hellish-rebuke"
          },
          {
            "index": "heroes-feast",
            "name": "Heroes' Feast",
            "desc": [
              "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.",
              "A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A gem-encrusted bowl worth at least 1,000gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 6,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/heroes-feast"
          },
          {
            "index": "heroism",
            "name": "Heroism",
            "desc": [
              "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/heroism"
          },
          {
            "index": "hideous-laughter",
            "name": "Hideous Laughter",
            "desc": [
              "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.",
              "At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Tiny tarts and a feather that is waved in the air.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/hideous-laughter"
          },
          {
            "index": "hold-monster",
            "name": "Hold Monster",
            "desc": [
              "Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature."
            ],
            "higher_level": [
              "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small piece of iron.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/hold-monster"
          },
          {
            "index": "hold-person",
            "name": "Hold Person",
            "desc": [
              "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small, straight piece of iron.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/hold-person"
          },
          {
            "index": "holy-aura",
            "name": "Holy Aura",
            "desc": [
              "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny reliquary worth at least 1,000gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/holy-aura"
          },
          {
            "index": "hunters-mark",
            "name": "Hunter's Mark",
            "desc": [
              "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."
            ],
            "range": "90 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 1,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/hunters-mark"
          },
          {
            "index": "hypnotic-pattern",
            "name": "Hypnotic Pattern",
            "desc": [
              "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.",
              "The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
            ],
            "range": "120 feet",
            "components": [
              "S",
              "M"
            ],
            "material": "A glowing stick of incense or a crystal vial filled with phosphorescent material.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On a failed save, the creature becomes charmed for the duration."
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/hypnotic-pattern"
          },
          {
            "index": "ice-storm",
            "name": "Ice Storm",
            "desc": [
              "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.",
              "Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of dust and a few drops of water.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              },
              "damage_at_slot_level": {
                "4": "2d8 + 4d6",
                "5": "3d8 + 4d6",
                "6": "4d8 + 4d6",
                "7": "5d8 + 4d6",
                "8": "6d8 + 4d6",
                "9": "7d8 + 4d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 20
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/ice-storm"
          },
          {
            "index": "identify",
            "name": "Identify",
            "desc": [
              "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.",
              "If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pearl worth at least 100gp and an owl feather.",
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 1,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/identify"
          },
          {
            "index": "illusory-script",
            "name": "Illusory Script",
            "desc": [
              "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.",
              "To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.",
              "Should the spell be dispelled, the original script and the illusion both disappear.",
              "A creature with truesight can read the hidden message."
            ],
            "range": "Touch",
            "components": [
              "S",
              "M"
            ],
            "material": "A lead-based ink worth at least 10gp, which this spell consumes.",
            "ritual": true,
            "duration": "10 days",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 1,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/illusory-script"
          },
          {
            "index": "imprisonment",
            "name": "Imprisonment",
            "desc": [
              "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.",
              "When you cast the spell, you choose one of the following forms of imprisonment.",
              "***Burial.*** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.",
              "The special component for this version of the spell is a small mithral orb.",
              "***Chaining.*** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.",
              "The special component for this version of the spell is a fine chain of precious metal.",
              "***Hedged Prison.*** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.",
              "The special component for this version of the spell is a miniature representation of the prison made from jade.",
              "***Minimus Containment.*** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.",
              "The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.",
              "***Slumber.*** The target falls asleep and can't be awoken.",
              "The special component for this version of the spell consists of rare soporific herbs.",
              "***Ending the Spell.*** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.",
              "A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.",
              "You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500gp per Hit Die of the target.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 9,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "If the creature succeeds, it is immune to this spell if you cast it again"
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/imprisonment"
          },
          {
            "index": "incendiary-cloud",
            "name": "Incendiary Cloud",
            "desc": [
              "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
              "When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.",
              "The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "8": "10d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/incendiary-cloud"
          },
          {
            "index": "inflict-wounds",
            "name": "Inflict Wounds",
            "desc": [
              "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "1": "3d10",
                "2": "4d10",
                "3": "5d10",
                "4": "6d10",
                "5": "7d10",
                "6": "8d10",
                "7": "9d10",
                "8": "10d10",
                "9": "11d10"
              }
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/inflict-wounds"
          },
          {
            "index": "insect-plague",
            "name": "Insect Plague",
            "desc": [
              "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.",
              "When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A few grains of sugar, some kernels of grain, and a smear of fat.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "damage": {
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              },
              "damage_at_slot_level": {
                "5": "4d10",
                "6": "5d10",
                "7": "6d10",
                "8": "7d10",
                "9": "8d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/insect-plague"
          },
          {
            "index": "instant-summons",
            "name": "Instant Summons",
            "desc": [
              "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.",
              "At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.",
              "If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.",
              "Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A sapphire worth 1,000 gp.",
            "ritual": true,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 6,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/instant-summons"
          },
          {
            "index": "invisibility",
            "name": "Invisibility",
            "desc": [
              "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An eyelash encased in gum arabic.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/invisibility"
          },
          {
            "index": "irresistible-dance",
            "name": "Irresistible Dance",
            "desc": [
              "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.",
              "A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/irresistible-dance"
          },
          {
            "index": "jump",
            "name": "Jump",
            "desc": [
              "You touch a creature. The creature's jump distance is tripled until the spell ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A grasshopper's hind leg.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/jump"
          },
          {
            "index": "knock",
            "name": "Knock",
            "desc": [
              "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.",
              "A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.",
              "If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.",
              "When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/knock"
          },
          {
            "index": "legend-lore",
            "name": "Legend Lore",
            "desc": [
              "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.",
              "The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips.\""
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 5,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/legend-lore"
          },
          {
            "index": "lesser-restoration",
            "name": "Lesser Restoration",
            "desc": [
              "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/lesser-restoration"
          },
          {
            "index": "levitate",
            "name": "Levitate",
            "desc": [
              "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.",
              "The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.",
              "When the spell ends, the target floats gently to the ground if it is still aloft."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/levitate"
          },
          {
            "index": "light",
            "name": "Light",
            "desc": [
              "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.",
              "If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell."
            ],
            "range": "Touch",
            "components": [
              "V",
              "M"
            ],
            "material": "A firefly or phosphorescent moss.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/light"
          },
          {
            "index": "lightning-bolt",
            "name": "Lightning Bolt",
            "desc": [
              "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.",
              "The lightning ignites flammable objects in the area that aren't being worn or carried."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fur and a rod of amber, crystal, or glass.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "damage": {
              "damage_type": {
                "index": "lightning",
                "name": "Lightning",
                "url": "/api/2014/damage-types/lightning"
              },
              "damage_at_slot_level": {
                "3": "8d6",
                "4": "9d6",
                "5": "10d6",
                "6": "11d6",
                "7": "12d6",
                "8": "13d6",
                "9": "14d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "line",
              "size": 100
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/lightning-bolt"
          },
          {
            "index": "locate-animals-or-plants",
            "name": "Locate Animals or Plants",
            "desc": [
              "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fur from a bloodhound.",
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/locate-animals-or-plants"
          },
          {
            "index": "locate-creature",
            "name": "Locate Creature",
            "desc": [
              "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.",
              "The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.",
              "This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fur from a bloodhound.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/locate-creature"
          },
          {
            "index": "locate-object",
            "name": "Locate Object",
            "desc": [
              "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.",
              "The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.",
              "This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A forked twig.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/locate-object"
          },
          {
            "index": "longstrider",
            "name": "Longstrider",
            "desc": [
              "You touch a creature. The target's speed increases by 10 feet until the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of dirt.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/longstrider"
          },
          {
            "index": "mage-armor",
            "name": "Mage Armor",
            "desc": [
              "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A piece of cured leather.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/mage-armor"
          },
          {
            "index": "mage-hand",
            "name": "Mage Hand",
            "desc": [
              "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.",
              "You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.",
              "The hand can't attack, activate magic items, or carry more than 10 pounds."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/mage-hand"
          },
          {
            "index": "magic-circle",
            "name": "Magic Circle",
            "desc": [
              "You create a 10-foot radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear whenever the cylinder intersects with the floor or other surface.",
              "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:",
              "- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw.",
              "- The creature has disadvantage on attack rolls against targets within the cylinder.",
              "- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.",
              "When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 3,
            "area_of_effect": {
              "type": "cylinder",
              "size": 10
            },
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "other",
              "desc": "If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw."
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/magic-circle"
          },
          {
            "index": "magic-jar",
            "name": "Magic Jar",
            "desc": [
              "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.",
              "You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.",
              "Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.",
              "Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.",
              "While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.",
              "If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.",
              "When the spell ends, the container is destroyed."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 6,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "other",
              "desc": "On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours."
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/magic-jar"
          },
          {
            "index": "magic-missile",
            "name": "Magic Missile",
            "desc": [
              "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_slot_level": {
                "1": "3d4 + 3",
                "2": "4d4 + 4",
                "3": "5d4 + 5",
                "4": "6d4 + 6",
                "5": "7d4 + 7",
                "6": "8d4 + 8",
                "7": "9d4 + 9",
                "8": "10d4 + 10",
                "9": "11d4 + 11"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/magic-missile"
          },
          {
            "index": "magic-mouth",
            "name": "Magic Mouth",
            "desc": [
              "You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message.",
              "When these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object.",
              "When you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur.",
              "The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A honeycomb and jade dust of at least 10 inches, the spell consumes.",
            "ritual": true,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 2,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/magic-mouth"
          },
          {
            "index": "magic-weapon",
            "name": "Magic Weapon",
            "desc": [
              "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/magic-weapon"
          },
          {
            "index": "magnificent-mansion",
            "name": "Magnificent Mansion",
            "desc": [
              "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.",
              "Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.",
              "You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance."
            ],
            "range": "300 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 7,
            "area_of_effect": {
              "type": "cube",
              "size": 5
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/magnificent-mansion"
          },
          {
            "index": "major-image",
            "name": "Major Image",
            "desc": [
              "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).",
              "As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.",
              "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fleece.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/major-image"
          },
          {
            "index": "mass-cure-wounds",
            "name": "Mass Cure Wounds",
            "desc": [
              "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "heal_at_slot_level": {
              "5": "3d8 + MOD",
              "6": "4d8 + MOD",
              "7": "5d8 + MOD",
              "8": "6d8 + MOD",
              "9": "7d8 + MOD"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/mass-cure-wounds"
          },
          {
            "index": "mass-heal",
            "name": "Mass Heal",
            "desc": [
              "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "heal_at_slot_level": {
              "9": "700"
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/mass-heal"
          },
          {
            "index": "mass-healing-word",
            "name": "Mass Healing Word",
            "desc": [
              "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 3,
            "heal_at_slot_level": {
              "3": "1d4 + MOD",
              "4": "2d4 + MOD",
              "5": "3d4 + MOD",
              "6": "4d4 + MOD",
              "7": "5d4 + MOD",
              "8": "6d4 + MOD",
              "9": "7d4 + MOD"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/mass-healing-word"
          },
          {
            "index": "mass-suggestion",
            "name": "Mass Suggestion",
            "desc": [
              "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.",
              "Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.",
              "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.",
              "If you or any of your companions damage a creature affected by this spell, the spell ends for that creature."
            ],
            "higher_level": [
              "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "M"
            ],
            "material": "A snake's tongue and either a bit of honeycomb or a drop of sweet oil.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/mass-suggestion"
          },
          {
            "index": "maze",
            "name": "Maze",
            "desc": [
              "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.",
              "The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).",
              "When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/maze"
          },
          {
            "index": "meld-into-stone",
            "name": "Meld Into Stone",
            "desc": [
              "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.",
              "While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.",
              "Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/meld-into-stone"
          },
          {
            "index": "mending",
            "name": "Mending",
            "desc": [
              "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.",
              "This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Two lodestones.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/mending"
          },
          {
            "index": "message",
            "name": "Message",
            "desc": [
              "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.",
              "You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A short piece of copper wire.",
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/message"
          },
          {
            "index": "meteor-swarm",
            "name": "Meteor Swarm",
            "desc": [
              "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.",
              "The spell damages objects in the area and ignites flammable objects that aren't being worn or carried."
            ],
            "range": "1 mile",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "9": "20d6 + 20d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 40
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/meteor-swarm"
          },
          {
            "index": "mind-blank",
            "name": "Mind Blank",
            "desc": [
              "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/mind-blank"
          },
          {
            "index": "minor-illusion",
            "name": "Minor Illusion",
            "desc": [
              "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.",
              "If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.",
              "If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.",
              "If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature."
            ],
            "range": "30 feet",
            "components": [
              "S",
              "M"
            ],
            "material": "A bit of fleece.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/minor-illusion"
          },
          {
            "index": "mirage-arcane",
            "name": "Mirage Arcane",
            "desc": [
              "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.",
              "Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.",
              "The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.",
              "Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion."
            ],
            "range": "Sight",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "10 days",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 7,
            "area_of_effect": {
              "type": "cube",
              "size": 5280
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/mirage-arcane"
          },
          {
            "index": "mirror-image",
            "name": "Mirror Image",
            "desc": [
              "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.",
              "Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.",
              "If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.",
              "A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.",
              "A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/mirror-image"
          },
          {
            "index": "mislead",
            "name": "Mislead",
            "desc": [
              "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.",
              "You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.",
              "You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings."
            ],
            "range": "Self",
            "components": [
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/mislead"
          },
          {
            "index": "misty-step",
            "name": "Misty Step",
            "desc": [
              "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 2,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/misty-step"
          },
          {
            "index": "modify-memory",
            "name": "Modify Memory",
            "desc": [
              "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.",
              "While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.",
              "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.",
              "A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.",
              "A remove curse or greater restoration spell cast on the target restores the creature's true memory."
            ],
            "higher_level": [
              "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level)."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/modify-memory"
          },
          {
            "index": "moonbeam",
            "name": "Moonbeam",
            "desc": [
              "A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.",
              "When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.",
              "A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.",
              "On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dl0 for each slot level above 2nd."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Several seeds of any moonseed plant and a piece of opalescent feldspar.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "2": "2d10",
                "3": "3d10",
                "4": "4d10",
                "5": "5d10",
                "6": "6d10",
                "7": "7d10",
                "8": "8d10",
                "9": "9d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 5
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/moonbeam"
          },
          {
            "index": "move-earth",
            "name": "Move Earth",
            "desc": [
              "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.",
              "At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.",
              "Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.",
              "This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.",
              "Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An iron blade and a small bag containing a mixture of soils--clay, loam, and sand.",
            "ritual": false,
            "duration": "Up to 2 hours",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "area_of_effect": {
              "type": "cone",
              "size": 40
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/move-earth"
          },
          {
            "index": "nondetection",
            "name": "Nondetection",
            "desc": [
              "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/nondetection"
          },
          {
            "index": "pass-without-trace",
            "name": "Pass Without Trace",
            "desc": [
              "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Ashes from a burned leaf of mistletoe and a sprig of spruce.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/pass-without-trace"
          },
          {
            "index": "passwall",
            "name": "Passwall",
            "desc": [
              "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.",
              "When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of sesame seeds.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/passwall"
          },
          {
            "index": "phantasmal-killer",
            "name": "Phantasmal Killer",
            "desc": [
              "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "psychic",
                "name": "Psychic",
                "url": "/api/2014/damage-types/psychic"
              },
              "damage_at_slot_level": {
                "4": "4d10"
              }
            },
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/phantasmal-killer"
          },
          {
            "index": "phantom-steed",
            "name": "Phantom Steed",
            "desc": [
              "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.",
              "For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 3,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/phantom-steed"
          },
          {
            "index": "planar-ally",
            "name": "Planar Ally",
            "desc": [
              "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice).",
              "When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.",
              "Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.",
              "As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.",
              "After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.",
              "A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 6,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/planar-ally"
          },
          {
            "index": "planar-binding",
            "name": "Planar Binding",
            "desc": [
              "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.",
              "A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A jewel worth at least 1,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/planar-binding"
          },
          {
            "index": "plane-shift",
            "name": "Plane Shift",
            "desc": [
              "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.",
              "Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.",
              "You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "attack_type": "melee",
            "dc": {
              "dc_type": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "dc_success": "none",
              "desc": "If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence."
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/plane-shift"
          },
          {
            "index": "plant-growth",
            "name": "Plant Growth",
            "desc": [
              "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.",
              "If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.",
              "You can exclude one or more areas of any size within the spell's area from being affected.",
              "If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/plant-growth"
          },
          {
            "index": "poison-spray",
            "name": "Poison Spray",
            "desc": [
              "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a constitution saving throw or take 1d12 poison damage.",
              "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "damage": {
              "damage_type": {
                "index": "poison",
                "name": "Poison",
                "url": "/api/2014/damage-types/poison"
              },
              "damage_at_character_level": {
                "1": "1d12",
                "5": "2d12",
                "11": "3d12",
                "17": "4d12"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/poison-spray"
          },
          {
            "index": "polymorph",
            "name": "Polymorph",
            "desc": [
              "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.",
              "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.",
              "The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.",
              "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.",
              "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A caterpillar cocoon.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/polymorph"
          },
          {
            "index": "power-word-kill",
            "name": "Power Word Kill",
            "desc": [
              "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/power-word-kill"
          },
          {
            "index": "power-word-stun",
            "name": "Power Word Stun",
            "desc": [
              "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.",
              "The stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/power-word-stun"
          },
          {
            "index": "prayer-of-healing",
            "name": "Prayer of Healing",
            "desc": [
              "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 2,
            "heal_at_slot_level": {
              "2": "2d8 + MOD",
              "3": "3d8 + MOD",
              "4": "4d8 + MOD",
              "5": "5d8 + MOD",
              "6": "6d8 + MOD",
              "7": "7d8 + MOD",
              "8": "8d8 + MOD",
              "9": "9d8 + MOD"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/prayer-of-healing"
          },
          {
            "index": "prestidigitation",
            "name": "Prestidigitation",
            "desc": [
              "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':",
              "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.",
              "You instantaneously light or snuff out a candle, a torch, or a small campfire.",
              "You instantaneously clean or soil an object no larger than 1 cubic foot.",
              "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.",
              "You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.",
              "You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.",
              "If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/prestidigitation"
          },
          {
            "index": "prismatic-spray",
            "name": "Prismatic Spray",
            "desc": [
              "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.",
              "***1. Red.*** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.",
              "***2. Orange.*** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.",
              "***3. Yellow.*** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.",
              "***4. Green.*** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.",
              "***5. Blue.*** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.",
              "***6. Indigo.*** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.",
              "***7. Violet.*** On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)",
              "***8. Special.*** The target is struck by two rays. Roll twice more, rerolling any 8."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "damage": {
              "damage_at_slot_level": {
                "7": "10d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "other",
              "desc": "For each target, roll a d8 to determine which color ray affects it."
            },
            "area_of_effect": {
              "type": "cone",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/prismatic-spray"
          },
          {
            "index": "prismatic-wall",
            "name": "Prismatic Wall",
            "desc": [
              "A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.",
              "The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.",
              "The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.",
              "The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.",
              "***1. Red.*** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.",
              "***2. Orange.*** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.",
              "***3. Yellow.*** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.",
              "***4. Green.*** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.",
              "***5. Blue.*** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.",
              "***6. Indigo.*** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.",
              "While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.",
              "***7. Violet.*** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "area_of_effect": {
              "type": "line",
              "size": 90
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/prismatic-wall"
          },
          {
            "index": "private-sanctum",
            "name": "Private Sanctum",
            "desc": [
              "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.",
              "When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:",
              "- Sound can't pass through the barrier at the edge of the warded area.",
              "- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.",
              "- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.",
              "- Creatures in the area can't be targeted by divination spells.",
              "- Nothing can teleport into or out of the warded area.",
              "- Planar travel is blocked within the warded area.",
              "Casting this spell on the same spot every day for a year makes this effect permanent."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.",
            "ritual": false,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "10 minutes",
            "level": 4,
            "area_of_effect": {
              "type": "cube",
              "size": 100
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/private-sanctum"
          },
          {
            "index": "produce-flame",
            "name": "Produce Flame",
            "desc": [
              "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.",
              "You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.",
              "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_character_level": {
                "1": "1d8",
                "5": "2d8",
                "11": "3d8",
                "17": "4d8"
              }
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/produce-flame"
          },
          {
            "index": "programmed-illusion",
            "name": "Programmed Illusion",
            "desc": [
              "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.",
              "When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.",
              "The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.",
              "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fleece and jade dust worth at least 25 gp.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "area_of_effect": {
              "type": "cube",
              "size": 30
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/programmed-illusion"
          },
          {
            "index": "project-image",
            "name": "Project Image",
            "desc": [
              "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.",
              "You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.",
              "You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.",
              "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
            ],
            "range": "500 miles",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small replica of you made from materials worth at least 5 gp.",
            "ritual": false,
            "duration": "Up to 24 hours",
            "concentration": true,
            "casting_time": "1 action",
            "level": 7,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/project-image"
          },
          {
            "index": "protection-from-energy",
            "name": "Protection From Energy",
            "desc": [
              "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/protection-from-energy"
          },
          {
            "index": "protection-from-evil-and-good",
            "name": "Protection from Evil and Good",
            "desc": [
              "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.",
              "The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Holy water or powdered silver and iron, which the spell consumes.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/protection-from-evil-and-good"
          },
          {
            "index": "protection-from-poison",
            "name": "Protection from Poison",
            "desc": [
              "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.",
              "For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/protection-from-poison"
          },
          {
            "index": "purify-food-and-drink",
            "name": "Purify Food and Drink",
            "desc": [
              "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/purify-food-and-drink"
          },
          {
            "index": "raise-dead",
            "name": "Raise Dead",
            "desc": [
              "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.",
              "This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.",
              "This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.",
              "Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A diamond worth at least 500gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 5,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/raise-dead"
          },
          {
            "index": "ray-of-enfeeblement",
            "name": "Ray of Enfeeblement",
            "desc": [
              "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.",
              "At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none"
            },
            "attack_type": "ranged",
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/ray-of-enfeeblement"
          },
          {
            "index": "ray-of-frost",
            "name": "Ray of Frost",
            "desc": [
              "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.",
              "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "ranged",
            "damage": {
              "damage_type": {
                "index": "cold",
                "name": "Cold",
                "url": "/api/2014/damage-types/cold"
              },
              "damage_at_character_level": {
                "1": "1d8",
                "5": "2d8",
                "11": "3d8",
                "17": "4d8"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/ray-of-frost"
          },
          {
            "index": "regenerate",
            "name": "Regenerate",
            "desc": [
              "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).",
              "The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A prayer wheel and holy water.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 7,
            "heal_at_slot_level": {
              "7": "4d8 + 15"
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/regenerate"
          },
          {
            "index": "reincarnate",
            "name": "Reincarnate",
            "desc": [
              "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.",
              "The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.",
              "| d100 | Race |",
              "|---|---|",
              "| 01-04 | Dragonborn |",
              "| 05-13 | Dwarf, hill |",
              "| 14-21 | Dwarf, mountain |",
              "| 22-25 | Elf, dark |",
              "| 26-34 | Elf, high |",
              "| 35-42 | Elf, wood |",
              "| 43-46 | Gnome, forest |",
              "| 47-52 | Gnome, rock |",
              "| 53-56 | Half-elf |",
              "| 57-60 | Half-orc |",
              "| 61-68 | Halfling, lightfoot |",
              "| 69-76 | Halfling, stout |",
              "| 77-96 | Human |",
              "| 97-00 | Tiefling |",
              "The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Rare oils and unguents worth at least 1,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 5,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/reincarnate"
          },
          {
            "index": "remove-curse",
            "name": "Remove Curse",
            "desc": [
              "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/remove-curse"
          },
          {
            "index": "resilient-sphere",
            "name": "Resilient Sphere",
            "desc": [
              "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.",
              "Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.",
              "The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.",
              "A disintegrate spell targeting the globe destroys it without harming anything inside it."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/resilient-sphere"
          },
          {
            "index": "resistance",
            "name": "Resistance",
            "desc": [
              "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A miniature cloak.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/resistance"
          },
          {
            "index": "resurrection",
            "name": "Resurrection",
            "desc": [
              "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.",
              "This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.",
              "This spell closes all mortal wounds and restores any missing body parts.",
              "Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.",
              "Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A diamond worth at least 1,000gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 7,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/resurrection"
          },
          {
            "index": "reverse-gravity",
            "name": "Reverse Gravity",
            "desc": [
              "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.",
              "If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.",
              "At the end of the duration, affected objects and creatures fall back down."
            ],
            "range": "100 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A lodestone and iron filings.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 7,
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "other",
              "desc": "A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall."
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 50
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/reverse-gravity"
          },
          {
            "index": "revivify",
            "name": "Revivify",
            "desc": [
              "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Diamonds worth 300gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/revivify"
          },
          {
            "index": "rope-trick",
            "name": "Rope Trick",
            "desc": [
              "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.",
              "The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.",
              "Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.",
              "Anything inside the extradimensional space drops out when the spell ends."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Powdered corn extract and a twisted loop of parchment.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/rope-trick"
          },
          {
            "index": "sacred-flame",
            "name": "Sacred Flame",
            "desc": [
              "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.",
              "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_character_level": {
                "1": "1d8",
                "5": "2d8",
                "11": "3d8",
                "17": "4d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/sacred-flame"
          },
          {
            "index": "sanctuary",
            "name": "Sanctuary",
            "desc": [
              "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.",
              "If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small silver mirror.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 1,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/sanctuary"
          },
          {
            "index": "scorching-ray",
            "name": "Scorching Ray",
            "desc": [
              "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.",
              "Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "2": "2d6"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/scorching-ray"
          },
          {
            "index": "scrying",
            "name": "Scrying",
            "desc": [
              "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.",
              "| Knowledge | Save Modifier |",
              "|---|---|",
              "| Secondhand (you have heard of the target) | +5 |",
              "| Firsthand (you have met the target) | +0 |",
              "| Familiar (you know the target well) | -5 |",
              "",
              "| Connection | Save Modifier |",
              "|---|---|",
              "| Likeness or picture | -2 |",
              "| Possession or garment | -4 |",
              "| Body part, lock of hair, bit of nail, or the like | -10 |",
              "On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.",
              "On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.",
              "Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "10 minutes",
            "level": 5,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/scrying"
          },
          {
            "index": "secret-chest",
            "name": "Secret Chest",
            "desc": [
              "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).",
              "While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.",
              "After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/secret-chest"
          },
          {
            "index": "see-invisibility",
            "name": "See Invisibility",
            "desc": [
              "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A dash of talc and a small amount of silver powder.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/see-invisibility"
          },
          {
            "index": "seeming",
            "name": "Seeming",
            "desc": [
              "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell.",
              "The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.",
              "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.",
              "A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/seeming"
          },
          {
            "index": "sending",
            "name": "Sending",
            "desc": [
              "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.",
              "You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive."
            ],
            "range": "Unlimited",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A short piece of fine copper wire.",
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/sending"
          },
          {
            "index": "sequester",
            "name": "Sequester",
            "desc": [
              "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.",
              "If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.",
              "You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/sequester"
          },
          {
            "index": "shapechange",
            "name": "Shapechange",
            "desc": [
              "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.",
              "Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.",
              "You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.",
              "You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.",
              "When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.",
              "During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/shapechange"
          },
          {
            "index": "shatter",
            "name": "Shatter",
            "desc": [
              "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.",
              "A non-magical item that is not worn or carried also suffers damage if it is in the area of the spell."
            ],
            "higher_level": [
              "When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A burst of mica.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "damage": {
              "damage_type": {
                "index": "thunder",
                "name": "Thunder",
                "url": "/api/2014/damage-types/thunder"
              },
              "damage_at_slot_level": {
                "2": "3d8",
                "3": "4d8",
                "4": "5d8",
                "5": "6d8",
                "6": "7d8",
                "7": "8d8",
                "8": "9d8",
                "9": "10d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/shatter"
          },
          {
            "index": "shield",
            "name": "Shield",
            "desc": [
              "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 reaction",
            "level": 1,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/shield"
          },
          {
            "index": "shield-of-faith",
            "name": "Shield of Faith",
            "desc": [
              "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small parchment with a bit of holy text written on it.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 bonus action",
            "level": 1,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/shield-of-faith"
          },
          {
            "index": "shillelagh",
            "name": "Shillelagh",
            "desc": [
              "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Mistletoe, a shamrock leaf, and a club or quarterstaff.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/shillelagh"
          },
          {
            "index": "shocking-grasp",
            "name": "Shocking Grasp",
            "desc": [
              "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.",
              "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "lightning",
                "name": "Lightning",
                "url": "/api/2014/damage-types/lightning"
              },
              "damage_at_character_level": {
                "1": "1d8",
                "5": "2d8",
                "11": "3d8",
                "17": "4d8"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/shocking-grasp"
          },
          {
            "index": "silence",
            "name": "Silence",
            "desc": [
              "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.",
              "Casting a spell that includes a verbal component is impossible there."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/silence"
          },
          {
            "index": "silent-image",
            "name": "Silent Image",
            "desc": [
              "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.",
              "You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.",
              "Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of fleece.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 1,
            "area_of_effect": {
              "type": "cube",
              "size": 15
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/silent-image"
          },
          {
            "index": "simulacrum",
            "name": "Simulacrum",
            "desc": [
              "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.",
              "The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.",
              "If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.",
              "If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "12 hours",
            "level": 7,
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/simulacrum"
          },
          {
            "index": "sleep",
            "name": "Sleep",
            "desc": [
              "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).",
              "Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.",
              "Undead and creatures immune to being charmed aren't affected by this spell."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of fine sand, rose petals, or a cricket.",
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "damage": {
              "damage_at_slot_level": {
                "1": "5d8"
              }
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/sleep"
          },
          {
            "index": "sleet-storm",
            "name": "Sleet Storm",
            "desc": [
              "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.",
              "The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone.",
              "If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of dust and a few drops of water.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "area_of_effect": {
              "type": "cylinder",
              "size": 40
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/sleet-storm"
          },
          {
            "index": "slow",
            "name": "Slow",
            "desc": [
              "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration.",
              "An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.",
              "If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.",
              "A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of molasses.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none",
              "desc": "On failed save, the creature is slowed."
            },
            "area_of_effect": {
              "type": "cube",
              "size": 40
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/slow"
          },
          {
            "index": "spare-the-dying",
            "name": "Spare the Dying",
            "desc": [
              "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/spare-the-dying"
          },
          {
            "index": "speak-with-animals",
            "name": "Speak with Animals",
            "desc": [
              "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": true,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/speak-with-animals"
          },
          {
            "index": "speak-with-dead",
            "name": "Speak with Dead",
            "desc": [
              "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.",
              "Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Burning incense.",
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/speak-with-dead"
          },
          {
            "index": "speak-with-plants",
            "name": "Speak with Plants",
            "desc": [
              "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.",
              "You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.",
              "Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.",
              "If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.",
              "This spell can cause the plants created by the entangle spell to release a restrained creature."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/speak-with-plants"
          },
          {
            "index": "spider-climb",
            "name": "Spider Climb",
            "desc": [
              "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of bitumen and a spider.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/spider-climb"
          },
          {
            "index": "spike-growth",
            "name": "Spike Growth",
            "desc": [
              "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.",
              "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast can make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Seven sharp thorns or seven small twigs, each sharpened to a point.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "area_of_effect": {
              "type": "cylinder",
              "size": 20
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/spike-growth"
          },
          {
            "index": "spirit-guardians",
            "name": "Spirit Guardians",
            "desc": [
              "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.",
              "When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A holy symbol.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/spirit-guardians"
          },
          {
            "index": "spiritual-weapon",
            "name": "Spiritual Weapon",
            "desc": [
              "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.",
              "As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.",
              "The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 bonus action",
            "level": 2,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "force",
                "name": "Force",
                "url": "/api/2014/damage-types/force"
              },
              "damage_at_slot_level": {
                "2": "1d8 + MOD",
                "3": "1d8 + MOD",
                "4": "2d8 + MOD",
                "5": "2d8 + MOD",
                "6": "3d8 + MOD",
                "7": "3d8 + MOD",
                "8": "4d8 + MOD",
                "9": "4d8 + MOD"
              }
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "url": "/api/2014/spells/spiritual-weapon"
          },
          {
            "index": "stinking-cloud",
            "name": "Stinking Cloud",
            "desc": [
              "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.",
              "Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.",
              "A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round."
            ],
            "range": "90 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A rotten egg or several skunk cabbage leaves.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none",
              "desc": "On a failed save, the creature spends its action that turn retching and reeling."
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              },
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/stinking-cloud"
          },
          {
            "index": "stone-shape",
            "name": "Stone Shape",
            "desc": [
              "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Soft clay, to be crudely worked into the desired shape for the stone object.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/stone-shape"
          },
          {
            "index": "stoneskin",
            "name": "Stoneskin",
            "desc": [
              "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Diamond dust worth 100 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/stoneskin"
          },
          {
            "index": "storm-of-vengeance",
            "name": "Storm of Vengeance",
            "desc": [
              "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.",
              "Each round you maintain concentration on this spell, the storm produces additional effects on your turn.",
              "***Round 2.*** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.",
              "***Round 3.*** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.",
              "***Round 4.*** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.",
              "***Round 5-10.*** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical."
            ],
            "range": "Sight",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 9,
            "damage": {
              "damage_type": {
                "index": "thunder",
                "name": "Thunder",
                "url": "/api/2014/damage-types/thunder"
              },
              "damage_at_slot_level": {
                "9": "2d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "none",
              "desc": "On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes."
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 360
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/storm-of-vengeance"
          },
          {
            "index": "suggestion",
            "name": "Suggestion",
            "desc": [
              "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.",
              "The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.",
              "You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.",
              "If you or any of your companions damage the target, the spell ends."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "M"
            ],
            "material": "A snake's tongue and either a bit of honeycomb or a drop of sweet oil.",
            "ritual": false,
            "duration": "Up to 8 hours",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/suggestion"
          },
          {
            "index": "sunbeam",
            "name": "Sunbeam",
            "desc": [
              "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.",
              "You can create a new line of radiance as your action on any turn until the spell ends.",
              "For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A magnifying glass.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "6": "6d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half",
              "desc": "On a failed save, the creature is blinded until your next turn. On a successful save, it isn't blinded by this spell."
            },
            "area_of_effect": {
              "type": "line",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/sunbeam"
          },
          {
            "index": "sunburst",
            "name": "Sunburst",
            "desc": [
              "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.",
              "A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.",
              "This spell dispels any darkness in its area that was created by a spell."
            ],
            "range": "150 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Fire and a piece of sunstone.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 8,
            "damage": {
              "damage_type": {
                "index": "radiant",
                "name": "Radiant",
                "url": "/api/2014/damage-types/radiant"
              },
              "damage_at_slot_level": {
                "8": "12d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half",
              "desc": "On failure, the creature is also blinded for 1 minute."
            },
            "area_of_effect": {
              "type": "cylinder",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/sunburst"
          },
          {
            "index": "symbol",
            "name": "Symbol",
            "desc": [
              "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.",
              "The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.",
              "You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.",
              "You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.",
              "When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.",
              "***Death.*** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.",
              "***Discord.*** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.",
              "***Fear.*** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.",
              "***Hopelessness.*** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.",
              "***Insanity.*** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.",
              "***Pain.*** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.",
              "***Sleep.*** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.",
              "***Stunning.*** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes.",
            "ritual": false,
            "duration": "Until dispelled",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 7,
            "area_of_effect": {
              "type": "cube",
              "size": 10
            },
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/symbol"
          },
          {
            "index": "telekinesis",
            "name": "Telekinesis",
            "desc": [
              "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.",
              "***Creature.*** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.",
              "On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.",
              "***Object.*** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.",
              "If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.",
              "You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/telekinesis"
          },
          {
            "index": "telepathic-bond",
            "name": "Telepathic Bond",
            "desc": [
              "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.",
              "Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Pieces of eggshell from two different kinds of creatures",
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/telepathic-bond"
          },
          {
            "index": "teleport",
            "name": "Teleport",
            "desc": [
              "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.",
              "The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.",
              "| Familiarity | Mishap | Similar Area | Off Target | On Target |",
              "|---|---|---|---|---|",
              "| Permanent circle | -- | -- | -- | 01-100 |",
              "| Associated object | -- | -- | -- | 01-100 |",
              "| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |",
              "| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |",
              "| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |",
              "| Description | 01-43 | 44-53 | 54-73 | 74-100 |",
              "| False destination | 01-50 | 51-100 | -- | -- |",
              "***Familiarity.*** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.",
              "\"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.",
              "\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.",
              "\"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar.",
              "\"Viewed once\" is a place you have seen once, possibly using magic.",
              "\"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.",
              "\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.",
              "***On Target.*** You and your group (or the target object) appear where you want to.",
              "***Off Target.*** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.  If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.",
              "***Similar Area.*** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.",
              "***Mishap.*** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)."
            ],
            "range": "10 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 7,
            "area_of_effect": {
              "type": "cube",
              "size": 10
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/teleport"
          },
          {
            "index": "teleportation-circle",
            "name": "Teleportation Circle",
            "desc": [
              "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.",
              "Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.",
              "You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "M"
            ],
            "material": "Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes.",
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 5,
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/teleportation-circle"
          },
          {
            "index": "thaumaturgy",
            "name": "Thaumaturgy",
            "desc": [
              "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.",
              "- Your voice booms up to three times as loud as normal for 1 minute.",
              "- You cause flames to flicker, brighten, dim, or change color for 1 minute.",
              "- You cause harmless tremors in the ground for 1 minute.",
              "- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.",
              "- You instantaneously cause an unlocked door or window to fly open or slam shut.",
              "- You alter the appearance of your eyes for 1 minute.",
              "If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action."
            ],
            "range": "30 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "1 minute",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/thaumaturgy"
          },
          {
            "index": "thunderwave",
            "name": "Thunderwave",
            "desc": [
              "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.",
              "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "damage": {
              "damage_type": {
                "index": "thunder",
                "name": "Thunder",
                "url": "/api/2014/damage-types/thunder"
              },
              "damage_at_slot_level": {
                "1": "2d8",
                "2": "3d8",
                "3": "4d8",
                "4": "5d8",
                "5": "6d8",
                "6": "7d8",
                "7": "8d8",
                "8": "9d8",
                "9": "10d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "cube",
              "size": 15
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/thunderwave"
          },
          {
            "index": "time-stop",
            "name": "Time Stop",
            "desc": [
              "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.",
              "This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/time-stop"
          },
          {
            "index": "tiny-hut",
            "name": "Tiny Hut",
            "desc": [
              "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.",
              "Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.",
              "Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside."
            ],
            "range": "Self",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small crystal bead.",
            "ritual": true,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 3,
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/tiny-hut"
          },
          {
            "index": "tongues",
            "name": "Tongues",
            "desc": [
              "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says."
            ],
            "range": "Touch",
            "components": [
              "V",
              "M"
            ],
            "material": "A small clay model of a ziggurat.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/tongues"
          },
          {
            "index": "transport-via-plants",
            "name": "Transport via Plants",
            "desc": [
              "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
            ],
            "range": "10 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "1 round",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/transport-via-plants"
          },
          {
            "index": "tree-stride",
            "name": "Tree Stride",
            "desc": [
              "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.",
              "You can use this transportation ability once per round for the duration. You must end each turn outside a tree."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/tree-stride"
          },
          {
            "index": "true-polymorph",
            "name": "True Polymorph",
            "desc": [
              "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.",
              "Shapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell.",
              "***Creature into Creature.*** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.",
              "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.",
              "The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.",
              "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.",
              "***Object into Creature.*** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement.",
              "If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.",
              "***Creature into Object.*** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A drop of mercury, a dollop of gum arabic, and a wisp of smoke.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/true-polymorph"
          },
          {
            "index": "true-resurrection",
            "name": "True Resurrection",
            "desc": [
              "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.",
              "This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.",
              "The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A sprinkle of holy water and diamonds worth at least 25,000gp, which the spell consumes.",
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 hour",
            "level": 9,
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/true-resurrection"
          },
          {
            "index": "true-seeing",
            "name": "True Seeing",
            "desc": [
              "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/true-seeing"
          },
          {
            "index": "true-strike",
            "name": "True Strike",
            "desc": [
              "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended."
            ],
            "range": "30 feet",
            "components": [
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 round",
            "concentration": true,
            "casting_time": "1 action",
            "level": 0,
            "school": {
              "index": "divination",
              "name": "Divination",
              "url": "/api/2014/magic-schools/divination"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/true-strike"
          },
          {
            "index": "unseen-servant",
            "name": "Unseen Servant",
            "desc": [
              "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.",
              "Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.",
              "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A piece of string and a bit of wood.",
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 1,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/unseen-servant"
          },
          {
            "index": "vampiric-touch",
            "name": "Vampiric Touch",
            "desc": [
              "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd."
            ],
            "range": "Self",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "attack_type": "melee",
            "damage": {
              "damage_type": {
                "index": "necrotic",
                "name": "Necrotic",
                "url": "/api/2014/damage-types/necrotic"
              },
              "damage_at_slot_level": {
                "3": "3d6",
                "4": "4d6",
                "5": "5d6",
                "6": "6d6",
                "7": "7d6",
                "8": "8d6",
                "9": "9d6"
              }
            },
            "school": {
              "index": "necromancy",
              "name": "Necromancy",
              "url": "/api/2014/magic-schools/necromancy"
            },
            "classes": [
              {
                "index": "warlock",
                "name": "Warlock",
                "url": "/api/2014/classes/warlock"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/vampiric-touch"
          },
          {
            "index": "vicious-mockery",
            "name": "Vicious Mockery",
            "desc": [
              "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.",
              "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)."
            ],
            "range": "60 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 0,
            "damage": {
              "damage_type": {
                "index": "psychic",
                "name": "Psychic",
                "url": "/api/2014/damage-types/psychic"
              },
              "damage_at_character_level": {
                "1": "1d4",
                "5": "2d4",
                "11": "3d4",
                "17": "4d4"
              }
            },
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/vicious-mockery"
          },
          {
            "index": "wall-of-fire",
            "name": "Wall of Fire",
            "desc": [
              "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.",
              "When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.",
              "One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.",
              "The other side of the wall deals no damage."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small piece of phosphorus.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 4,
            "damage": {
              "damage_type": {
                "index": "fire",
                "name": "Fire",
                "url": "/api/2014/damage-types/fire"
              },
              "damage_at_slot_level": {
                "4": "5d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "line",
              "size": 60
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "url": "/api/2014/spells/wall-of-fire"
          },
          {
            "index": "wall-of-force",
            "name": "Wall of Force",
            "desc": [
              "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).",
              "Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pinch of powder made by crushing a clear gemstone.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/wall-of-force"
          },
          {
            "index": "wall-of-ice",
            "name": "Wall of Ice",
            "desc": [
              "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.",
              "If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.",
              "The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small piece of quartz.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "cold",
                "name": "Cold",
                "url": "/api/2014/damage-types/cold"
              },
              "damage_at_slot_level": {
                "6": "10d6",
                "7": "12d6",
                "8": "14d6",
                "9": "16d6"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 10
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/wall-of-ice"
          },
          {
            "index": "wall-of-stone",
            "name": "Wall of Stone",
            "desc": [
              "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.",
              "If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.",
              "The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.",
              "If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.",
              "The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.",
              "If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A small block of granite.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 5,
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/wall-of-stone"
          },
          {
            "index": "wall-of-thorns",
            "name": "Wall of Thorns",
            "desc": [
              "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.",
              "When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.",
              "A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one."
            ],
            "higher_level": [
              "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A handful of thorns.",
            "ritual": false,
            "duration": "Up to 10 minutes",
            "concentration": true,
            "casting_time": "1 action",
            "level": 6,
            "damage": {
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              },
              "damage_at_slot_level": {
                "6": "7d8",
                "7": "8d8",
                "8": "9d8",
                "9": "10d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "line",
              "size": 60
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/wall-of-thorns"
          },
          {
            "index": "warding-bond",
            "name": "Warding Bond",
            "desc": [
              "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.",
              "The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.",
              "It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action."
            ],
            "range": "Touch",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A pair of platinum rings worth at least 50gp each, which you and the target must wear for the duration.",
            "ritual": false,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "school": {
              "index": "abjuration",
              "name": "Abjuration",
              "url": "/api/2014/magic-schools/abjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/warding-bond"
          },
          {
            "index": "water-breathing",
            "name": "Water Breathing",
            "desc": [
              "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A short piece of reed or straw.",
            "ritual": true,
            "duration": "24 hours",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/water-breathing"
          },
          {
            "index": "water-walk",
            "name": "Water Walk",
            "desc": [
              "This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.",
              "If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A piece of cork.",
            "ritual": true,
            "duration": "1 hour",
            "concentration": false,
            "casting_time": "1 action",
            "level": 3,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              },
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/water-walk"
          },
          {
            "index": "web",
            "name": "Web",
            "desc": [
              "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.",
              "If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.",
              "Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.",
              "A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.",
              "The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A bit of spiderweb.",
            "ritual": false,
            "duration": "Up to 1 hour",
            "concentration": true,
            "casting_time": "1 action",
            "level": 2,
            "area_of_effect": {
              "type": "cube",
              "size": 20
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "url": "/api/2014/spells/web"
          },
          {
            "index": "weird",
            "name": "Weird",
            "desc": [
              "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 9,
            "dc": {
              "dc_type": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "dc_success": "none"
            },
            "area_of_effect": {
              "type": "sphere",
              "size": 30
            },
            "school": {
              "index": "illusion",
              "name": "Illusion",
              "url": "/api/2014/magic-schools/illusion"
            },
            "classes": [
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/weird"
          },
          {
            "index": "wind-walk",
            "name": "Wind Walk",
            "desc": [
              "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.",
              "If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance."
            ],
            "range": "30 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "Fire and holy water.",
            "ritual": false,
            "duration": "8 hours",
            "concentration": false,
            "casting_time": "1 minute",
            "level": 6,
            "school": {
              "index": "transmutation",
              "name": "Transmutation",
              "url": "/api/2014/magic-schools/transmutation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/wind-walk"
          },
          {
            "index": "wind-wall",
            "name": "Wind Wall",
            "desc": [
              "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.",
              "When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.",
              "The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it."
            ],
            "range": "120 feet",
            "components": [
              "V",
              "S",
              "M"
            ],
            "material": "A tiny fan and a feather of exotic origin.",
            "ritual": false,
            "duration": "Up to 1 minute",
            "concentration": true,
            "casting_time": "1 action",
            "level": 3,
            "damage": {
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              },
              "damage_at_slot_level": {
                "3": "3d8"
              }
            },
            "dc": {
              "dc_type": {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              "dc_success": "half"
            },
            "area_of_effect": {
              "type": "line",
              "size": 50
            },
            "school": {
              "index": "evocation",
              "name": "Evocation",
              "url": "/api/2014/magic-schools/evocation"
            },
            "classes": [
              {
                "index": "druid",
                "name": "Druid",
                "url": "/api/2014/classes/druid"
              },
              {
                "index": "ranger",
                "name": "Ranger",
                "url": "/api/2014/classes/ranger"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "url": "/api/2014/spells/wind-wall"
          },
          {
            "index": "wish",
            "name": "Wish",
            "desc": [
              "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.",
              "The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.",
              "Alternatively, you can create one of the following effects of your choice:",
              "- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.",
              "- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.",
              "- You grant up to ten creatures that you can see resistance to a damage type you choose.",
              "- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.",
              "- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.",
              "You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.",
              "The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress."
            ],
            "range": "Self",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 9,
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "sorcerer",
                "name": "Sorcerer",
                "url": "/api/2014/classes/sorcerer"
              },
              {
                "index": "wizard",
                "name": "Wizard",
                "url": "/api/2014/classes/wizard"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/wish"
          },
          {
            "index": "word-of-recall",
            "name": "Word of Recall",
            "desc": [
              "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.",
              "You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect."
            ],
            "range": "5 feet",
            "components": [
              "V"
            ],
            "ritual": false,
            "duration": "Instantaneous",
            "concentration": false,
            "casting_time": "1 action",
            "level": 6,
            "area_of_effect": {
              "type": "sphere",
              "size": 5
            },
            "school": {
              "index": "conjuration",
              "name": "Conjuration",
              "url": "/api/2014/magic-schools/conjuration"
            },
            "classes": [
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              }
            ],
            "subclasses": [],
            "url": "/api/2014/spells/word-of-recall"
          },
          {
            "index": "zone-of-truth",
            "name": "Zone of Truth",
            "desc": [
              "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.",
              "An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can remain evasive in its answers as long as it remains within the boundaries of the truth."
            ],
            "range": "60 feet",
            "components": [
              "V",
              "S"
            ],
            "ritual": false,
            "duration": "10 minutes",
            "concentration": false,
            "casting_time": "1 action",
            "level": 2,
            "area_of_effect": {
              "type": "sphere",
              "size": 15
            },
            "school": {
              "index": "enchantment",
              "name": "Enchantment",
              "url": "/api/2014/magic-schools/enchantment"
            },
            "classes": [
              {
                "index": "bard",
                "name": "Bard",
                "url": "/api/2014/classes/bard"
              },
              {
                "index": "cleric",
                "name": "Cleric",
                "url": "/api/2014/classes/cleric"
              },
              {
                "index": "paladin",
                "name": "Paladin",
                "url": "/api/2014/classes/paladin"
              }
            ],
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              },
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "url": "/api/2014/spells/zone-of-truth"
          }
        ]
      },
      "monsters": {
        "label": "Monsters",
        "color": "#c0392b",
        "displayField": "name",
        "searchFields": [
          "name",
          "type"
        ],
        "tag": {
          "field": "challenge_rating",
          "prefix": "CR "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{size} {type}, {alignment}",
            "AC {armor_class[0].value} · HP {hit_points} · CR {challenge_rating}"
          ],
          "stats": "STR {strength} DEX {dexterity} CON {constitution} INT {intelligence} WIS {wisdom} CHA {charisma}",
          "description": null
        },
        "linkPath": "monsters/{name|alphaGroup}/",
        "count": 334,
        "items": [
          {
            "index": "aboleth",
            "name": "Aboleth",
            "size": "Large",
            "type": "aberration",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 135,
            "hit_dice": "18d10",
            "hit_points_roll": "18d10+36",
            "speed": {
              "walk": "10 ft.",
              "swim": "40 ft."
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 20
            },
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The aboleth can breathe air and water."
              },
              {
                "name": "Mucous Cloud",
                "desc": "While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              },
              {
                "name": "Probing Telepathy",
                "desc": "If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The aboleth makes three tentacle attacks.",
                "actions": [
                  {
                    "action_name": "Tentacle",
                    "count": 3,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Tentacle",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.",
                "attack_bonus": 9,
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+5"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d12"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d6+5"
                  }
                ]
              },
              {
                "name": "Enslave",
                "desc": "The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.",
                "usage": {
                  "type": "per day",
                  "times": 3
                },
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The aboleth makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Swipe",
                "desc": "The aboleth makes one tail attack."
              },
              {
                "name": "Psychic Drain (Costs 2 Actions)",
                "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "psychic",
                      "name": "Psychic",
                      "url": "/api/2014/damage-types/psychic"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/aboleth.png",
            "url": "/api/2014/monsters/aboleth"
          },
          {
            "index": "acolyte",
            "name": "Acolyte",
            "desc": "Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 9,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-medicine",
                  "name": "Skill: Medicine",
                  "url": "/api/2014/proficiencies/skill-medicine"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Spellcasting",
                "desc": "The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:\n\n- Cantrips (at will): light, sacred flame, thaumaturgy\n- 1st level (3 slots): bless, cure wounds, sanctuary",
                "spellcasting": {
                  "level": 1,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 12,
                  "modifier": 4,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 3
                  },
                  "spells": [
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light"
                    },
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Bless",
                      "level": 1,
                      "url": "/api/2014/spells/bless"
                    },
                    {
                      "name": "Cure Wounds",
                      "level": 1,
                      "url": "/api/2014/spells/cure-wounds"
                    },
                    {
                      "name": "Sanctuary",
                      "level": 1,
                      "url": "/api/2014/spells/sanctuary"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Club",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/acolyte.png",
            "url": "/api/2014/monsters/acolyte"
          },
          {
            "index": "adult-black-dragon",
            "name": "Adult Black Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 195,
            "hit_dice": "17d12",
            "hit_points_roll": "17d12+85",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 21
            },
            "languages": "Common, Draconic",
            "challenge_rating": 14,
            "proficiency_bonus": 5,
            "xp": 11500,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Acid Breath",
                "desc": "The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 18,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "12d8"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-black-dragon.png",
            "url": "/api/2014/monsters/adult-black-dragon"
          },
          {
            "index": "adult-blue-dragon",
            "name": "Adult Blue Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 225,
            "hit_dice": "18d12",
            "hit_points_roll": "18d12+108",
            "speed": {
              "walk": "40 ft.",
              "burrow": "30 ft.",
              "fly": "80 ft."
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 22
            },
            "languages": "Common, Draconic",
            "challenge_rating": 16,
            "proficiency_bonus": 5,
            "xp": 15000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+7"
                  },
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+7"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+7"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              },
              {
                "name": "Lightning Breath",
                "desc": "The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "12d10"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 20,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+7"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-blue-dragon.png",
            "url": "/api/2014/monsters/adult-blue-dragon"
          },
          {
            "index": "adult-brass-dragon",
            "name": "Adult Brass Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 172,
            "hit_dice": "15d12",
            "hit_points_roll": "15d12+75",
            "speed": {
              "walk": "40 ft.",
              "burrow": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 23,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 21
            },
            "languages": "Common, Draconic",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.\nSleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 18,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "13d6"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Sleep Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 18,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-brass-dragon.png",
            "url": "/api/2014/monsters/adult-brass-dragon"
          },
          {
            "index": "adult-bronze-dragon",
            "name": "Adult Bronze Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 212,
            "hit_dice": "17d12",
            "hit_points_roll": "17d12+102",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 22
            },
            "languages": "Common, Draconic",
            "challenge_rating": 15,
            "proficiency_bonus": 5,
            "xp": 13000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+7"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+7"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+7"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nLightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\nRepulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Lightning Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 19,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "lightning",
                              "name": "Lightning",
                              "url": "/api/2014/damage-types/lightning"
                            },
                            "damage_dice": "12d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Repulsion Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 19,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 20,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+7"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-bronze-dragon.png",
            "url": "/api/2014/monsters/adult-bronze-dragon"
          },
          {
            "index": "adult-copper-dragon",
            "name": "Adult Copper Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 184,
            "hit_dice": "16d12",
            "hit_points_roll": "16d12+80",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 22
            },
            "languages": "Common, Draconic",
            "challenge_rating": 14,
            "proficiency_bonus": 5,
            "xp": 11500,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nAcid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.\nSlowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Acid Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 18,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "acid",
                              "name": "Acid",
                              "url": "/api/2014/damage-types/acid"
                            },
                            "damage_dice": "12d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Slowing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 18,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-copper-dragon.png",
            "url": "/api/2014/monsters/adult-copper-dragon"
          },
          {
            "index": "adult-gold-dragon",
            "name": "Adult Gold Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 256,
            "hit_dice": "19d12",
            "hit_points_roll": "19d12+133",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 27,
            "dexterity": 14,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 24,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 24
            },
            "languages": "Common, Draconic",
            "challenge_rating": 17,
            "proficiency_bonus": 6,
            "xp": 18000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 21,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.\nWeakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 21,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "12d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Weakening Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 21,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-gold-dragon.png",
            "url": "/api/2014/monsters/adult-gold-dragon"
          },
          {
            "index": "adult-green-dragon",
            "name": "Adult Green Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 207,
            "hit_dice": "18d12",
            "hit_points_roll": "18d12+90",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 22
            },
            "languages": "Common, Draconic",
            "challenge_rating": 15,
            "proficiency_bonus": 5,
            "xp": 13000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Poison Breath",
                "desc": "The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 18,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "16d6"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-green-dragon.png",
            "url": "/api/2014/monsters/adult-green-dragon"
          },
          {
            "index": "adult-red-dragon",
            "name": "Adult Red Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 256,
            "hit_dice": "19d12",
            "hit_points_roll": "19d12+133",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 21,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 23
            },
            "languages": "Common, Draconic",
            "challenge_rating": 17,
            "proficiency_bonus": 6,
            "xp": 18000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                }
              },
              {
                "name": "Fire Breath",
                "desc": "The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 21,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "18d6"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-red-dragon.png",
            "url": "/api/2014/monsters/adult-red-dragon"
          },
          {
            "index": "adult-silver-dragon",
            "name": "Adult Silver Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 243,
            "hit_dice": "18d12",
            "hit_points_roll": "18d12+126",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 21,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 21
            },
            "languages": "Common, Draconic",
            "challenge_rating": 16,
            "proficiency_bonus": 5,
            "xp": 15000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 18,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nCold 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.\nParalyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Cold Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 20,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "cold",
                              "name": "Cold",
                              "url": "/api/2014/damage-types/cold"
                            },
                            "damage_dice": "13d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Paralyzing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 20,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-silver-dragon.png",
            "url": "/api/2014/monsters/adult-silver-dragon"
          },
          {
            "index": "adult-white-dragon",
            "name": "Adult White Dragon",
            "size": "Huge",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 200,
            "hit_dice": "16d12",
            "hit_points_roll": "16d12+96",
            "speed": {
              "walk": "40 ft.",
              "burrow": "30 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 21
            },
            "languages": "Common, Draconic",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Ice Walk",
                "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              },
              {
                "name": "Cold Breath",
                "desc": "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.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 19,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "12d8"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/adult-white-dragon.png",
            "url": "/api/2014/monsters/adult-white-dragon"
          },
          {
            "index": "air-elemental",
            "name": "Air Elemental",
            "size": "Large",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 15
              }
            ],
            "hit_points": 90,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+24",
            "speed": {
              "fly": "90 ft.",
              "hover": true
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "lightning",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Auran",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Air Form",
                "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The elemental makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              },
              {
                "name": "Whirlwind",
                "desc": "Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.\nIf the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 4
                }
              }
            ],
            "image": "/api/images/monsters/air-elemental.png",
            "url": "/api/2014/monsters/air-elemental"
          },
          {
            "index": "ancient-black-dragon",
            "name": "Ancient Black Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 367,
            "hit_dice": "21d20",
            "hit_points_roll": "21d20+147",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 27,
            "dexterity": 14,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 26
            },
            "languages": "Common, Draconic",
            "challenge_rating": 21,
            "proficiency_bonus": 7,
            "xp": 33000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "2d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                }
              },
              {
                "name": "Acid Breath",
                "desc": "The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "15d8"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-black-dragon.png",
            "url": "/api/2014/monsters/ancient-black-dragon"
          },
          {
            "index": "ancient-blue-dragon",
            "name": "Ancient Blue Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 481,
            "hit_dice": "26d20",
            "hit_points_roll": "26d20+208",
            "speed": {
              "walk": "40 ft.",
              "burrow": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 29,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 18,
            "wisdom": 17,
            "charisma": 21,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 15,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 27
            },
            "languages": "Common, Draconic",
            "challenge_rating": 23,
            "proficiency_bonus": 7,
            "xp": 50000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+9"
                  },
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "2d10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+9"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+9"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 20,
                  "success_type": "none"
                }
              },
              {
                "name": "Lightning Breath",
                "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "16d10"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 24,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+9"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-blue-dragon.png",
            "url": "/api/2014/monsters/ancient-blue-dragon"
          },
          {
            "index": "ancient-brass-dragon",
            "name": "Ancient Brass Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 20
              }
            ],
            "hit_points": 297,
            "hit_dice": "17d20",
            "hit_points_roll": "17d20+119",
            "speed": {
              "walk": "40 ft.",
              "burrow": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 24
            },
            "languages": "Common, Draconic",
            "challenge_rating": 20,
            "proficiency_bonus": 6,
            "xp": 25000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 18,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons:\nFire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.\nSleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 21,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "16d6"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Sleep Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 21,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              },
              {
                "name": "Change Shape",
                "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-brass-dragon.png",
            "url": "/api/2014/monsters/ancient-brass-dragon"
          },
          {
            "index": "ancient-bronze-dragon",
            "name": "Ancient Bronze Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 444,
            "hit_dice": "24d20",
            "hit_points_roll": "24d20+192",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 29,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 18,
            "wisdom": 17,
            "charisma": 21,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 15,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 27
            },
            "languages": "Common, Draconic",
            "challenge_rating": 22,
            "proficiency_bonus": 7,
            "xp": 41000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+9"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+9"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.",
                "attack_bonus": 16,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+9"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 20,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nLightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.\nRepulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Lightning Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 23,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "lightning",
                              "name": "Lightning",
                              "url": "/api/2014/damage-types/lightning"
                            },
                            "damage_dice": "16d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Repulsion Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 23,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              },
              {
                "name": "Change Shape",
                "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 24,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+9"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-bronze-dragon.png",
            "url": "/api/2014/monsters/ancient-bronze-dragon"
          },
          {
            "index": "ancient-copper-dragon",
            "name": "Ancient Copper Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 21
              }
            ],
            "hit_points": 350,
            "hit_dice": "20d20",
            "hit_points_roll": "20d20+140",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 27,
            "dexterity": 12,
            "constitution": 25,
            "intelligence": 20,
            "wisdom": 17,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 27
            },
            "languages": "Common, Draconic",
            "challenge_rating": 21,
            "proficiency_bonus": 7,
            "xp": 33000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nAcid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.\nSlowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Acid Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 22,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "acid",
                              "name": "Acid",
                              "url": "/api/2014/damage-types/acid"
                            },
                            "damage_dice": "14d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Slowing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 22,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              },
              {
                "name": "Change Shape",
                "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-copper-dragon.png",
            "url": "/api/2014/monsters/ancient-copper-dragon"
          },
          {
            "index": "ancient-gold-dragon",
            "name": "Ancient Gold Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 546,
            "hit_dice": "28d20",
            "hit_points_roll": "28d20+252",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 30,
            "dexterity": 14,
            "constitution": 29,
            "intelligence": 18,
            "wisdom": 17,
            "charisma": 28,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 27
            },
            "languages": "Common, Draconic",
            "challenge_rating": 24,
            "proficiency_bonus": 7,
            "xp": 62000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+10"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 24,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.\nWeakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 24,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "13d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Weakening Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 24,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              },
              {
                "name": "Change Shape",
                "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 25,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-gold-dragon.png",
            "url": "/api/2014/monsters/ancient-gold-dragon"
          },
          {
            "index": "ancient-green-dragon",
            "name": "Ancient Green Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 21
              }
            ],
            "hit_points": 385,
            "hit_dice": "22d20",
            "hit_points_roll": "22d20+154",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 27,
            "dexterity": 12,
            "constitution": 25,
            "intelligence": 20,
            "wisdom": 17,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 27
            },
            "languages": "Common, Draconic",
            "challenge_rating": 22,
            "proficiency_bonus": 7,
            "xp": 41000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "4d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 19,
                  "success_type": "none"
                }
              },
              {
                "name": "Poison Breath",
                "desc": "The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 22,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "22d6"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-green-dragon.png",
            "url": "/api/2014/monsters/ancient-green-dragon"
          },
          {
            "index": "ancient-red-dragon",
            "name": "Ancient Red Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 546,
            "hit_dice": "28d20",
            "hit_points_roll": "28d20+252",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 29,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 23,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 26
            },
            "languages": "Common, Draconic",
            "challenge_rating": 24,
            "proficiency_bonus": 7,
            "xp": 62000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+10"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "4d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+10"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 21,
                  "success_type": "none"
                }
              },
              {
                "name": "Fire Breath",
                "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 24,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "26d6"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 25,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-red-dragon.png",
            "url": "/api/2014/monsters/ancient-red-dragon"
          },
          {
            "index": "ancient-silver-dragon",
            "name": "Ancient Silver Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 22
              }
            ],
            "hit_points": 487,
            "hit_dice": "25d20",
            "hit_points_roll": "25d20+225",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 29,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 23,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 16,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 26
            },
            "languages": "Common, Draconic",
            "challenge_rating": 23,
            "proficiency_bonus": 7,
            "xp": 50000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.",
                "attack_bonus": 17,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+10"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 21,
                  "success_type": "none"
                }
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nCold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.\nParalyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Cold Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 24,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "cold",
                              "name": "Cold",
                              "url": "/api/2014/damage-types/cold"
                            },
                            "damage_dice": "15d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Paralyzing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 24,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              },
              {
                "name": "Change Shape",
                "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 25,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-silver-dragon.png",
            "url": "/api/2014/monsters/ancient-silver-dragon"
          },
          {
            "index": "ancient-white-dragon",
            "name": "Ancient White Dragon",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 20
              }
            ],
            "hit_points": 333,
            "hit_dice": "18d20",
            "hit_points_roll": "18d20+144",
            "speed": {
              "walk": "40 ft.",
              "burrow": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 23
            },
            "languages": "Common, Draconic",
            "challenge_rating": 20,
            "proficiency_bonus": 6,
            "xp": 25000,
            "special_abilities": [
              {
                "name": "Ice Walk",
                "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Frightful Presence",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+8"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "2d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Cold Breath",
                "desc": "The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "16d8"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Detect",
                "desc": "The dragon makes a Wisdom (Perception) check."
              },
              {
                "name": "Tail Attack",
                "desc": "The dragon makes a tail attack."
              },
              {
                "name": "Wing Attack (Costs 2 Actions)",
                "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 22,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ancient-white-dragon.png",
            "url": "/api/2014/monsters/ancient-white-dragon"
          },
          {
            "index": "androsphinx",
            "name": "Androsphinx",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "lawful neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 199,
            "hit_dice": "19d10",
            "hit_points_roll": "19d10+95",
            "speed": {
              "walk": "40 ft.",
              "fly": "60 ft."
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 23,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 15,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "psychic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 20
            },
            "languages": "Common, Sphinx",
            "challenge_rating": 17,
            "proficiency_bonus": 6,
            "xp": 18000,
            "special_abilities": [
              {
                "name": "Inscrutable",
                "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
              },
              {
                "name": "Magic Weapons",
                "desc": "The sphinx's weapon attacks are magical."
              },
              {
                "name": "Spellcasting",
                "desc": "The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n- Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n- 1st level (4 slots): command, detect evil and good, detect magic\n- 2nd level (3 slots): lesser restoration, zone of truth\n- 3rd level (3 slots): dispel magic, tongues\n- 4th level (3 slots): banishment, freedom of movement\n- 5th level (2 slots): flame strike, greater restoration\n- 6th level (1 slot): heroes' feast",
                "spellcasting": {
                  "level": 12,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 18,
                  "modifier": 10,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 2,
                    "6": 1
                  },
                  "spells": [
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Spare the Dying",
                      "level": 0,
                      "url": "/api/2014/spells/spare-the-dying"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Command",
                      "level": 1,
                      "url": "/api/2014/spells/command"
                    },
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Lesser Restoration",
                      "level": 2,
                      "url": "/api/2014/spells/lesser-restoration"
                    },
                    {
                      "name": "Zone of Truth",
                      "level": 2,
                      "url": "/api/2014/spells/zone-of-truth"
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic"
                    },
                    {
                      "name": "Tongues",
                      "level": 3,
                      "url": "/api/2014/spells/tongues"
                    },
                    {
                      "name": "Banishment",
                      "level": 4,
                      "url": "/api/2014/spells/banishment"
                    },
                    {
                      "name": "Freedom of Movement",
                      "level": 4,
                      "url": "/api/2014/spells/freedom-of-movement"
                    },
                    {
                      "name": "Flame Strike",
                      "level": 5,
                      "url": "/api/2014/spells/flame-strike"
                    },
                    {
                      "name": "Greater Restoration",
                      "level": 5,
                      "url": "/api/2014/spells/greater-restoration"
                    },
                    {
                      "name": "Heroes' Feast",
                      "level": 6,
                      "url": "/api/2014/spells/heroes-feast"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The sphinx makes two claw attacks.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Roar",
                "desc": "The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.\n\nFirst Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nSecond Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThird Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.",
                "usage": {
                  "type": "per day",
                  "times": 3
                },
                "attacks": [
                  {
                    "name": "First Roar",
                    "dc": {
                      "dc_type": {
                        "index": "wis",
                        "name": "WIS",
                        "url": "/api/2014/ability-scores/wis"
                      },
                      "dc_value": 18,
                      "success_type": "none"
                    }
                  },
                  {
                    "name": "Second Roar",
                    "dc": {
                      "dc_type": {
                        "index": "wis",
                        "name": "WIS",
                        "url": "/api/2014/ability-scores/wis"
                      },
                      "dc_value": 18,
                      "success_type": "none"
                    }
                  },
                  {
                    "name": "Third Roar",
                    "dc": {
                      "dc_type": {
                        "index": "con",
                        "name": "CON",
                        "url": "/api/2014/ability-scores/con"
                      },
                      "dc_value": 18,
                      "success_type": "half"
                    },
                    "damage": [
                      {
                        "damage_type": {
                          "index": "thunder",
                          "name": "Thunder",
                          "url": "/api/2014/damage-types/thunder"
                        },
                        "damage_dice": "8d10"
                      }
                    ]
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Claw Attack",
                "desc": "The sphinx makes one claw attack."
              },
              {
                "name": "Teleport (Costs 2 Actions)",
                "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
              },
              {
                "name": "Cast a Spell (Costs 3 Actions)",
                "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."
              }
            ],
            "image": "/api/images/monsters/androsphinx.png",
            "url": "/api/2014/monsters/androsphinx"
          },
          {
            "index": "animated-armor",
            "name": "Animated Armor",
            "size": "Medium",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+6",
            "speed": {
              "walk": "25 ft."
            },
            "strength": 14,
            "dexterity": 11,
            "constitution": 13,
            "intelligence": 1,
            "wisdom": 3,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison",
              "psychic"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "deafened",
                "name": "Deafened",
                "url": "/api/2014/conditions/deafened"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 6
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Antimagic Susceptibility",
                "desc": "The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
              },
              {
                "name": "False Appearance",
                "desc": "While the armor remains motionless, it is indistinguishable from a normal suit of armor."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The armor makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/animated-armor.png",
            "url": "/api/2014/monsters/animated-armor"
          },
          {
            "index": "ankheg",
            "name": "Ankheg",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              },
              {
                "type": "condition",
                "value": 11,
                "condition": {
                  "index": "prone",
                  "name": "Prone",
                  "url": "/api/2014/conditions/prone"
                }
              }
            ],
            "hit_points": 39,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+6",
            "speed": {
              "walk": "30 ft.",
              "burrow": "10 ft."
            },
            "strength": 17,
            "dexterity": 11,
            "constitution": 13,
            "intelligence": 1,
            "wisdom": 13,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Acid Spray",
                "desc": "The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 13,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ankheg.png",
            "url": "/api/2014/monsters/ankheg"
          },
          {
            "index": "ape",
            "name": "Ape",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+6",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The ape makes two fist attacks.",
                "actions": [
                  {
                    "action_name": "Fist",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Fist",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ape.png",
            "url": "/api/2014/monsters/ape"
          },
          {
            "index": "archmage",
            "name": "Archmage",
            "desc": "Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. \n\nAn archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              },
              {
                "type": "spell",
                "value": 15,
                "spell": {
                  "index": "mage-armor",
                  "name": "Mage Armor",
                  "url": "/api/2014/spells/mage-armor"
                }
              }
            ],
            "hit_points": 99,
            "hit_dice": "18d8",
            "hit_points_roll": "18d8+18",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 15,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "damage from spells",
              "bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "any six languages",
            "challenge_rating": 12,
            "proficiency_bonus": 4,
            "xp": 8400,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The archmage has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Spellcasting",
                "desc": "The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n- 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n- 2nd level (3 slots): detect thoughts, mirror image, misty step\n- 3rd level (3 slots): counterspell, fly, lightning bolt\n- 4th level (3 slots): banishment, fire shield, stoneskin*\n- 5th level (3 slots): cone of cold, scrying, wall of force\n- 6th level (1 slot): globe of invulnerability\n- 7th level (1 slot): teleport\n- 8th level (1 slot): mind blank*\n- 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat.",
                "spellcasting": {
                  "level": 18,
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 17,
                  "modifier": 9,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "wizard",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 3,
                    "6": 1,
                    "7": 1,
                    "8": 1,
                    "9": 1
                  },
                  "spells": [
                    {
                      "name": "Disguise Self",
                      "level": 1,
                      "url": "/api/2014/spells/disguise-self",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Fire Bolt",
                      "level": 0,
                      "url": "/api/2014/spells/fire-bolt"
                    },
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light"
                    },
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand"
                    },
                    {
                      "name": "Prestidigitation",
                      "level": 0,
                      "url": "/api/2014/spells/prestidigitation"
                    },
                    {
                      "name": "Shocking Grasp",
                      "level": 0,
                      "url": "/api/2014/spells/shocking-grasp"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Identify",
                      "level": 1,
                      "url": "/api/2014/spells/identify"
                    },
                    {
                      "name": "Mage Armor",
                      "level": 1,
                      "url": "/api/2014/spells/mage-armor",
                      "notes": "Cast on self before combat"
                    },
                    {
                      "name": "Magic Missile",
                      "level": 1,
                      "url": "/api/2014/spells/magic-missile"
                    },
                    {
                      "name": "Detect Thoughts",
                      "level": 2,
                      "url": "/api/2014/spells/detect-thoughts"
                    },
                    {
                      "name": "Mirror Image",
                      "level": 2,
                      "url": "/api/2014/spells/mirror-image"
                    },
                    {
                      "name": "Misty Step",
                      "level": 2,
                      "url": "/api/2014/spells/misty-step"
                    },
                    {
                      "name": "Counterspell",
                      "level": 3,
                      "url": "/api/2014/spells/counterspell"
                    },
                    {
                      "name": "Fly",
                      "level": 3,
                      "url": "/api/2014/spells/fly"
                    },
                    {
                      "name": "Lightning Bolt",
                      "level": 3,
                      "url": "/api/2014/spells/lightning-bolt"
                    },
                    {
                      "name": "Banishment",
                      "level": 4,
                      "url": "/api/2014/spells/banishment"
                    },
                    {
                      "name": "Fire Shield",
                      "level": 4,
                      "url": "/api/2014/spells/fire-shield"
                    },
                    {
                      "name": "Stoneskin",
                      "level": 4,
                      "url": "/api/2014/spells/stoneskin",
                      "notes": "Cast on self before combat"
                    },
                    {
                      "name": "Cone of Cold",
                      "level": 5,
                      "url": "/api/2014/spells/cone-of-cold"
                    },
                    {
                      "name": "Scrying",
                      "level": 5,
                      "url": "/api/2014/spells/scrying"
                    },
                    {
                      "name": "Wall of Force",
                      "level": 5,
                      "url": "/api/2014/spells/wall-of-force"
                    },
                    {
                      "name": "Globe of Invulnerability",
                      "level": 6,
                      "url": "/api/2014/spells/globe-of-invulnerability"
                    },
                    {
                      "name": "Teleport",
                      "level": 7,
                      "url": "/api/2014/spells/teleport"
                    },
                    {
                      "name": "Mind Blank",
                      "level": 8,
                      "url": "/api/2014/spells/mind-blank",
                      "notes": "Cast on self before combat"
                    },
                    {
                      "name": "Time Stop",
                      "level": 9,
                      "url": "/api/2014/spells/time-stop"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Dagger",
                "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/archmage.png",
            "url": "/api/2014/monsters/archmage"
          },
          {
            "index": "assassin",
            "name": "Assassin",
            "desc": "Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-good alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "studded-leather-armor",
                    "name": "Studded Leather Armor",
                    "url": "/api/2014/equipment/studded-leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 78,
            "hit_dice": "12d8",
            "hit_points_roll": "12d8+24",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-acrobatics",
                  "name": "Skill: Acrobatics",
                  "url": "/api/2014/proficiencies/skill-acrobatics"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "poison"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Thieves' cant plus any two languages",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Assassinate",
                "desc": "During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit."
              },
              {
                "name": "Evasion",
                "desc": "If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
              },
              {
                "name": "Sneak Attack (1/Turn)",
                "desc": "The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The assassin makes two shortsword attacks.",
                "actions": [
                  {
                    "action_name": "Shortsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  },
                  {
                    "dc": {
                      "dc_type": {
                        "index": "con",
                        "name": "CON",
                        "url": "/api/2014/ability-scores/con"
                      },
                      "dc_value": 15,
                      "success_type": "half"
                    },
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "7d6"
                  }
                ]
              },
              {
                "name": "Light Crossbow",
                "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "dc": {
                      "dc_type": {
                        "index": "con",
                        "name": "CON",
                        "url": "/api/2014/ability-scores/con"
                      },
                      "dc_value": 15,
                      "success_type": "half"
                    },
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "7d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/assassin.png",
            "url": "/api/2014/monsters/assassin"
          },
          {
            "index": "awakened-shrub",
            "name": "Awakened Shrub",
            "desc": "An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.",
            "size": "Small",
            "type": "plant",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 9
              }
            ],
            "hit_points": 10,
            "hit_dice": "3d6",
            "hit_points_roll": "3d6",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 3,
            "dexterity": 8,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [
              "piercing"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "one language known by its creator",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the shrub remains motionless, it is indistinguishable from a normal shrub."
              }
            ],
            "actions": [
              {
                "name": "Rake",
                "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.",
                "attack_bonus": 1,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4-1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/awakened-shrub.png",
            "url": "/api/2014/monsters/awakened-shrub"
          },
          {
            "index": "awakened-tree",
            "name": "Awakened Tree",
            "desc": "An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.",
            "size": "Huge",
            "type": "plant",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 59,
            "hit_dice": "7d12",
            "hit_points_roll": "7d12+14",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 19,
            "dexterity": 6,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [
              "bludgeoning",
              "piercing"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "one language known by its creator",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the tree remains motionless, it is indistinguishable from a normal tree."
              }
            ],
            "actions": [
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/awakened-tree.png",
            "url": "/api/2014/monsters/awakened-tree"
          },
          {
            "index": "axe-beak",
            "name": "Axe Beak",
            "desc": "An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/axe-beak.png",
            "url": "/api/2014/monsters/axe-beak"
          },
          {
            "index": "azer",
            "name": "Azer",
            "size": "Medium",
            "type": "elemental",
            "alignment": "lawful neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              },
              {
                "type": "armor",
                "value": 17,
                "armor": [
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 39,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+12",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "passive_perception": 11
            },
            "languages": "Ignan",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Heated Body",
                "desc": "A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Heated Weapons",
                "desc": "When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Illumination",
                "desc": "The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."
              }
            ],
            "actions": [
              {
                "name": "Warhammer",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/azer.png",
            "url": "/api/2014/monsters/azer"
          },
          {
            "index": "baboon",
            "name": "Baboon",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 3,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Pack Tactics",
                "desc": "The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.",
                "attack_bonus": 1,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4-1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/baboon.png",
            "url": "/api/2014/monsters/baboon"
          },
          {
            "index": "badger",
            "name": "Badger",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 3,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4+1",
            "speed": {
              "walk": "20 ft.",
              "burrow": "5 ft."
            },
            "strength": 4,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The badger has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/badger.png",
            "url": "/api/2014/monsters/badger"
          },
          {
            "index": "balor",
            "name": "Balor",
            "size": "Huge",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 262,
            "hit_dice": "21d12",
            "hit_points_roll": "21d12+126",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 26,
            "dexterity": 15,
            "constitution": 22,
            "intelligence": 20,
            "wisdom": 16,
            "charisma": 22,
            "proficiencies": [
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 13
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 19,
            "proficiency_bonus": 6,
            "xp": 22000,
            "special_abilities": [
              {
                "name": "Death Throes",
                "desc": "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.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 20,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "20d6"
                  }
                ]
              },
              {
                "name": "Fire Aura",
                "desc": "At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Magic Resistance",
                "desc": "The balor has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The balor's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The balor makes two attacks: one with its longsword and one with its whip.",
                "actions": [
                  {
                    "action_name": "Longsword",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Whip",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "3d8+8"
                  },
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "3d8"
                  }
                ]
              },
              {
                "name": "Whip",
                "desc": "Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+8"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Teleport",
                "desc": "The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
              }
            ],
            "image": "/api/images/monsters/balor.png",
            "url": "/api/2014/monsters/balor"
          },
          {
            "index": "bandit",
            "name": "Bandit",
            "desc": "**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.\n\n**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-lawful alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 12,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              },
              {
                "name": "Light Crossbow",
                "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/bandit.png",
            "url": "/api/2014/monsters/bandit"
          },
          {
            "index": "bandit-captain",
            "name": "Bandit Captain",
            "desc": "It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades.\n\nIn addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.\n\nMore than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-lawful alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "studded-leather-armor",
                    "name": "Studded Leather Armor",
                    "url": "/api/2014/equipment/studded-leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 65,
            "hit_dice": "10d8",
            "hit_points_roll": "10d8+20",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any two languages",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Scimitar",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Dagger",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Dagger",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Dagger",
                "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/bandit-captain.png",
            "url": "/api/2014/monsters/bandit-captain"
          },
          {
            "index": "barbed-devil",
            "name": "Barbed Devil",
            "size": "Medium",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 110,
            "hit_dice": "13d8",
            "hit_points_roll": "13d8+52",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 18
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Barbed Hide",
                "desc": "At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Hurl Flame",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Hurl Flame",
                "desc": "Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/barbed-devil.png",
            "url": "/api/2014/monsters/barbed-devil"
          },
          {
            "index": "basilisk",
            "name": "Basilisk",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+16",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Petrifying Gaze",
                "desc": "If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically 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 until freed by the greater restoration spell or other magic.\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\nIf the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 12,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/basilisk.png",
            "url": "/api/2014/monsters/basilisk"
          },
          {
            "index": "bat",
            "name": "Bat",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "5 ft.",
              "fly": "30 ft."
            },
            "strength": 2,
            "dexterity": 15,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 4,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Echolocation",
                "desc": "The bat can't use its blindsight while deafened."
              },
              {
                "name": "Keen Hearing",
                "desc": "The bat has advantage on Wisdom (Perception) checks that rely on hearing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.",
                "attack_bonus": 0,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/bat.png",
            "url": "/api/2014/monsters/bat"
          },
          {
            "index": "bearded-devil",
            "name": "Bearded Devil",
            "size": "Medium",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+16",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 15,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Steadfast",
                "desc": "The devil can't be frightened while it can see an allied creature within 30 feet of it."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The devil makes two attacks: one with its beard and one with its glaive.",
                "actions": [
                  {
                    "action_name": "Beard",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Glaive",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beard",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              },
              {
                "name": "Glaive",
                "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/bearded-devil.png",
            "url": "/api/2014/monsters/bearded-devil"
          },
          {
            "index": "behir",
            "name": "Behir",
            "size": "Huge",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 168,
            "hit_dice": "16d12",
            "hit_points_roll": "16d12+64",
            "speed": {
              "walk": "50 ft.",
              "climb": "40 ft."
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "90 ft.",
              "passive_perception": 16
            },
            "languages": "Draconic",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The behir makes two attacks: one with its bite and one to constrict.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Constrict",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d10+6"
                  }
                ]
              },
              {
                "name": "Constrict",
                "desc": "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.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d10+6"
                  },
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Lightning Breath",
                "desc": "The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 16,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "12d10"
                  }
                ]
              },
              {
                "name": "Swallow",
                "desc": "The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.\nIf the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "6d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/behir.png",
            "url": "/api/2014/monsters/behir"
          },
          {
            "index": "berserker",
            "name": "Berserker",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any chaotic alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "armor": [
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  }
                ]
              }
            ],
            "hit_points": 67,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+27",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 9,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Reckless",
                "desc": "At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."
              }
            ],
            "actions": [
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d12+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/berserker.png",
            "url": "/api/2014/monsters/berserker"
          },
          {
            "index": "black-bear",
            "name": "Black Bear",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+6",
            "speed": {
              "walk": "40 ft.",
              "climb": "30 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The bear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The bear makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/black-bear.png",
            "url": "/api/2014/monsters/black-bear"
          },
          {
            "index": "black-dragon-wyrmling",
            "name": "Black Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+6",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Acid Breath",
                "desc": "The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 11,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "5d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/black-dragon-wyrmling.png",
            "url": "/api/2014/monsters/black-dragon-wyrmling"
          },
          {
            "index": "black-pudding",
            "name": "Black Pudding",
            "size": "Large",
            "type": "ooze",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 7
              }
            ],
            "hit_points": 85,
            "hit_dice": "10d10",
            "hit_points_roll": "10d10+30",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 16,
            "dexterity": 5,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid",
              "cold",
              "lightning",
              "slashing"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Amorphous",
                "desc": "The pudding can move through a space as narrow as 1 inch wide without squeezing."
              },
              {
                "name": "Corrosive Form",
                "desc": "A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Spider Climb",
                "desc": "The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              }
            ],
            "actions": [
              {
                "name": "Pseudopod",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+3"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "4d8"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Split",
                "desc": "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."
              }
            ],
            "image": "/api/images/monsters/black-pudding.png",
            "url": "/api/2014/monsters/black-pudding"
          },
          {
            "index": "blink-dog",
            "name": "Blink Dog",
            "desc": "A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.",
            "size": "Medium",
            "type": "fey",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+4",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "Blink Dog, understands Sylvan but can't speak it",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              },
              {
                "name": "Teleport",
                "desc": "The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 4
                }
              }
            ],
            "image": "/api/images/monsters/blink-dog.png",
            "url": "/api/2014/monsters/blink-dog"
          },
          {
            "index": "blood-hawk",
            "name": "Blood Hawk",
            "desc": "Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 7,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6",
            "speed": {
              "walk": "10 ft.",
              "fly": "60 ft."
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The hawk has advantage on Wisdom (Perception) checks that rely on sight."
              },
              {
                "name": "Pack Tactics",
                "desc": "The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/blood-hawk.png",
            "url": "/api/2014/monsters/blood-hawk"
          },
          {
            "index": "blue-dragon-wyrmling",
            "name": "Blue Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+16",
            "speed": {
              "walk": "30 ft.",
              "burrow": "15 ft.",
              "fly": "60 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  },
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Lightning Breath",
                "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 12,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "4d10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/blue-dragon-wyrmling.png",
            "url": "/api/2014/monsters/blue-dragon-wyrmling"
          },
          {
            "index": "boar",
            "name": "Boar",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 13,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the boar moves at least 20 ft. 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.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Relentless",
                "desc": "If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Tusk",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/boar.png",
            "url": "/api/2014/monsters/boar"
          },
          {
            "index": "bone-devil",
            "name": "Bone Devil",
            "size": "Large",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 142,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+60",
            "speed": {
              "walk": "40 ft.",
              "fly": "40 ft."
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The devil makes three attacks: two with its claws and one with its sting.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  },
                  {
                    "action_name": "Sting",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Sting",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or 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.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+4"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "5d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/bone-devil.png",
            "url": "/api/2014/monsters/bone-devil"
          },
          {
            "index": "brass-dragon-wyrmling",
            "name": "Brass Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 16,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+3",
            "speed": {
              "walk": "30 ft.",
              "burrow": "15 ft.",
              "fly": "60 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 100,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.\nSleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 11,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "4d6"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Sleep Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 11,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/brass-dragon-wyrmling.png",
            "url": "/api/2014/monsters/brass-dragon-wyrmling"
          },
          {
            "index": "bronze-dragon-wyrmling",
            "name": "Bronze Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 32,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+10",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nLightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.\nRepulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Lightning Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 12,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "lightning",
                              "name": "Lightning",
                              "url": "/api/2014/damage-types/lightning"
                            },
                            "damage_dice": "3d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Repulsion Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 12,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/bronze-dragon-wyrmling.png",
            "url": "/api/2014/monsters/bronze-dragon-wyrmling"
          },
          {
            "index": "brown-bear",
            "name": "Brown Bear",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 34,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10+12",
            "speed": {
              "walk": "40 ft.",
              "climb": "30 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The bear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The bear makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/brown-bear.png",
            "url": "/api/2014/monsters/brown-bear"
          },
          {
            "index": "bugbear",
            "name": "Bugbear",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "goblinoid",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  },
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  }
                ]
              }
            ],
            "hit_points": 27,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+5",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-survival",
                  "name": "Skill: Survival",
                  "url": "/api/2014/proficiencies/skill-survival"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Common, Goblin",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Brute",
                "desc": "A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."
              },
              {
                "name": "Surprise Attack",
                "desc": "If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack."
              }
            ],
            "actions": [
              {
                "name": "Morningstar",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+2"
                  }
                ]
              },
              {
                "name": "Javelin",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/bugbear.png",
            "url": "/api/2014/monsters/bugbear"
          },
          {
            "index": "bulette",
            "name": "Bulette",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 94,
            "hit_dice": "9d10",
            "hit_points_roll": "9d10+45",
            "speed": {
              "walk": "40 ft.",
              "burrow": "40 ft."
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 21,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 16
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Standing Leap",
                "desc": "The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d12+4"
                  }
                ]
              },
              {
                "name": "Deadly Leap",
                "desc": "If the bulette jumps at least 15 ft. 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 ft. 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."
              }
            ],
            "image": "/api/images/monsters/bulette.png",
            "url": "/api/2014/monsters/bulette"
          },
          {
            "index": "camel",
            "name": "Camel",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 9
              }
            ],
            "hit_points": 15,
            "hit_dice": "2d10",
            "hit_points_roll": "2d10+4",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/camel.png",
            "url": "/api/2014/monsters/camel"
          },
          {
            "index": "cat",
            "name": "Cat",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "40 ft.",
              "climb": "30 ft."
            },
            "strength": 3,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The cat has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                "attack_bonus": 0,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/cat.png",
            "url": "/api/2014/monsters/cat"
          },
          {
            "index": "centaur",
            "name": "Centaur",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 9,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-survival",
                  "name": "Skill: Survival",
                  "url": "/api/2014/proficiencies/skill-survival"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Elvish, Sylvan",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the centaur moves at least 30 ft. 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.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Pike",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Hooves",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Pike",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+4"
                  }
                ]
              },
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/centaur.png",
            "url": "/api/2014/monsters/centaur"
          },
          {
            "index": "chain-devil",
            "name": "Chain Devil",
            "size": "Medium",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 85,
            "hit_dice": "10d8",
            "hit_points_roll": "10d8+40",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The devil makes two attacks with its chains.",
                "actions": [
                  {
                    "action_name": "Chain",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Chain",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Animate Chains",
                "desc": "Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.\nEach animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "reactions": [
              {
                "name": "Unnerving Mask",
                "desc": "When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/chain-devil.png",
            "url": "/api/2014/monsters/chain-devil"
          },
          {
            "index": "chimera",
            "name": "Chimera",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 114,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+48",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 18
            },
            "languages": "understands Draconic but can't speak",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Horns",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Fire Breath",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Horns",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Fire Breath",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Horns",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d12+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 15,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "7d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/chimera.png",
            "url": "/api/2014/monsters/chimera"
          },
          {
            "index": "chuul",
            "name": "Chuul",
            "size": "Large",
            "type": "aberration",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 93,
            "hit_dice": "11d10",
            "hit_points_roll": "11d10+33",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 11,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "understands Deep Speech but can't speak",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The chuul can breathe air and water."
              },
              {
                "name": "Sense Magic",
                "desc": "The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Pincer",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Pincer",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tentacles",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Pincer",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Tentacles",
                "desc": "One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/chuul.png",
            "url": "/api/2014/monsters/chuul"
          },
          {
            "index": "clay-golem",
            "name": "Clay Golem",
            "size": "Large",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 133,
            "hit_dice": "14d10",
            "hit_points_roll": "14d10+56",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 8,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid",
              "poison",
              "psychic",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "special_abilities": [
              {
                "name": "Acid Absorption",
                "desc": "Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."
              },
              {
                "name": "Berserk",
                "desc": "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."
              },
              {
                "name": "Immutable Form",
                "desc": "The golem is immune to any spell or effect that would alter its form."
              },
              {
                "name": "Magic Resistance",
                "desc": "The golem has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The golem's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The golem makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d10+5"
                  }
                ]
              },
              {
                "name": "Haste",
                "desc": "Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                }
              }
            ],
            "image": "/api/images/monsters/clay-golem.png",
            "url": "/api/2014/monsters/clay-golem"
          },
          {
            "index": "cloaker",
            "name": "Cloaker",
            "size": "Large",
            "type": "aberration",
            "alignment": "chaotic neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 78,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+12",
            "speed": {
              "walk": "10 ft.",
              "fly": "40 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Damage Transfer",
                "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half."
              },
              {
                "name": "False Appearance",
                "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."
              },
              {
                "name": "Light Sensitivity",
                "desc": "While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The cloaker makes two attacks: one with its bite and one with its tail.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Moan",
                "desc": "Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              },
              {
                "name": "Phantasms",
                "desc": "The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.\nWhenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.\nA duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "image": "/api/images/monsters/cloaker.png",
            "url": "/api/2014/monsters/cloaker"
          },
          {
            "index": "cloud-giant",
            "name": "Cloud Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "neutral good (50%) or neutral evil (50%)",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 200,
            "hit_dice": "16d12",
            "hit_points_roll": "16d12+96",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 17
            },
            "languages": "Common, Giant",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The giant has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, fog cloud, light\n3/day each: feather fall, fly, misty step, telekinesis\n1/day each: control weather, gaseous form",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Fog Cloud",
                      "level": 1,
                      "url": "/api/2014/spells/fog-cloud",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Feather Fall",
                      "level": 1,
                      "url": "/api/2014/spells/feather-fall",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Fly",
                      "level": 3,
                      "url": "/api/2014/spells/fly",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Misty Step",
                      "level": 2,
                      "url": "/api/2014/spells/misty-step",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Telekinesis",
                      "level": 5,
                      "url": "/api/2014/spells/telekinesis",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Control Weather",
                      "level": 8,
                      "url": "/api/2014/spells/control-weather",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Gaseous Form",
                      "level": 3,
                      "url": "/api/2014/spells/gaseous-form",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two morningstar attacks.",
                "actions": [
                  {
                    "action_name": "Morningstar",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Morningstar",
                "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d8+8"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/cloud-giant.png",
            "url": "/api/2014/monsters/cloud-giant"
          },
          {
            "index": "cockatrice",
            "name": "Cockatrice",
            "size": "Small",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 27,
            "hit_dice": "6d6",
            "hit_points_roll": "6d6+6",
            "speed": {
              "walk": "20 ft.",
              "fly": "40 ft."
            },
            "strength": 6,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/cockatrice.png",
            "url": "/api/2014/monsters/cockatrice"
          },
          {
            "index": "commoner",
            "name": "Commoner",
            "desc": "Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 4,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "actions": [
              {
                "name": "Club",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/commoner.png",
            "url": "/api/2014/monsters/commoner"
          },
          {
            "index": "constrictor-snake",
            "name": "Constrictor Snake",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 13,
            "hit_dice": "2d10",
            "hit_points_roll": "2d10+2",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Constrict",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/constrictor-snake.png",
            "url": "/api/2014/monsters/constrictor-snake"
          },
          {
            "index": "copper-dragon-wyrmling",
            "name": "Copper Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+4",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nAcid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.\nSlowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Acid Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 11,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "acid",
                              "name": "Acid",
                              "url": "/api/2014/damage-types/acid"
                            },
                            "damage_dice": "4d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Slowing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 11,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/copper-dragon-wyrmling.png",
            "url": "/api/2014/monsters/copper-dragon-wyrmling"
          },
          {
            "index": "couatl",
            "name": "Couatl",
            "size": "Medium",
            "type": "celestial",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 97,
            "hit_dice": "13d8",
            "hit_points_roll": "13d8+39",
            "speed": {
              "walk": "30 ft.",
              "fly": "90 ft."
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "radiant"
            ],
            "damage_immunities": [
              "psychic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 15
            },
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 14,
                  "components_required": [
                    "V"
                  ],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Detect Thoughts",
                      "level": 2,
                      "url": "/api/2014/spells/detect-thoughts",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Bless",
                      "level": 1,
                      "url": "/api/2014/spells/bless",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Create Food and Water",
                      "level": 3,
                      "url": "/api/2014/spells/create-food-and-water",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Cure Wounds",
                      "level": 1,
                      "url": "/api/2014/spells/cure-wounds",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Lesser Restoration",
                      "level": 2,
                      "url": "/api/2014/spells/lesser-restoration",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Protection from Poison",
                      "level": 2,
                      "url": "/api/2014/spells/protection-from-poison",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Sanctuary",
                      "level": 1,
                      "url": "/api/2014/spells/sanctuary",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Shield",
                      "level": 1,
                      "url": "/api/2014/spells/shield",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Dream",
                      "level": 5,
                      "url": "/api/2014/spells/dream",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Greater Restoration",
                      "level": 5,
                      "url": "/api/2014/spells/greater-restoration",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Scrying",
                      "level": 5,
                      "url": "/api/2014/spells/scrying",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Weapons",
                "desc": "The couatl's weapon attacks are magical."
              },
              {
                "name": "Shielded Mind",
                "desc": "The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+5"
                  }
                ]
              },
              {
                "name": "Constrict",
                "desc": "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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Change Shape",
                "desc": "The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."
              }
            ],
            "image": "/api/images/monsters/couatl.png",
            "url": "/api/2014/monsters/couatl"
          },
          {
            "index": "crab",
            "name": "Crab",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "20 ft.",
              "swim": "20 ft."
            },
            "strength": 2,
            "dexterity": 11,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The crab can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.",
                "attack_bonus": 0,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/crab.png",
            "url": "/api/2014/monsters/crab"
          },
          {
            "index": "crocodile",
            "name": "Crocodile",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "20 ft.",
              "swim": "20 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "The crocodile can hold its breath for 15 minutes."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/crocodile.png",
            "url": "/api/2014/monsters/crocodile"
          },
          {
            "index": "cult-fanatic",
            "name": "Cult Fanatic",
            "desc": "Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-good alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 22,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8-5",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Dark Devotion",
                "desc": "The fanatic has advantage on saving throws against being charmed or frightened."
              },
              {
                "name": "Spellcasting",
                "desc": "The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n- 1st level (4 slots): command, inflict wounds, shield of faith\n- 2nd level (3 slots): hold person, spiritual weapon",
                "spellcasting": {
                  "level": 4,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 11,
                  "modifier": 3,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 4,
                    "2": 3
                  },
                  "spells": [
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light"
                    },
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Command",
                      "level": 1,
                      "url": "/api/2014/spells/command"
                    },
                    {
                      "name": "Inflict Wounds",
                      "level": 1,
                      "url": "/api/2014/spells/inflict-wounds"
                    },
                    {
                      "name": "Shield of Faith",
                      "level": 1,
                      "url": "/api/2014/spells/shield-of-faith"
                    },
                    {
                      "name": "Hold Person",
                      "level": 2,
                      "url": "/api/2014/spells/hold-person"
                    },
                    {
                      "name": "Spiritual Weapon",
                      "level": 2,
                      "url": "/api/2014/spells/spiritual-weapon"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The fanatic makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Dagger",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Dagger",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/cult-fanatic.png",
            "url": "/api/2014/monsters/cult-fanatic"
          },
          {
            "index": "cultist",
            "name": "Cultist",
            "desc": "Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-good alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 12,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 9,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Dark Devotion",
                "desc": "The cultist has advantage on saving throws against being charmed or frightened."
              }
            ],
            "actions": [
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/cultist.png",
            "url": "/api/2014/monsters/cultist"
          },
          {
            "index": "darkmantle",
            "name": "Darkmantle",
            "size": "Small",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d6",
            "hit_points_roll": "5d6+5",
            "speed": {
              "walk": "10 ft.",
              "fly": "30 ft."
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Echolocation",
                "desc": "The darkmantle can't use its blindsight while deafened."
              },
              {
                "name": "False Appearance",
                "desc": "While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite."
              }
            ],
            "actions": [
              {
                "name": "Crush",
                "desc": "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 unable to breathe while the darkmantle is attached in this way.\nWhile 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.\nA 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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Darkness Aura",
                "desc": "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.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "image": "/api/images/monsters/darkmantle.png",
            "url": "/api/2014/monsters/darkmantle"
          },
          {
            "index": "death-dog",
            "name": "Death Dog",
            "desc": "A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 39,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+12",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 15
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Two-Headed",
                "desc": "The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dog makes two bite attacks.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing 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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/death-dog.png",
            "url": "/api/2014/monsters/death-dog"
          },
          {
            "index": "deep-gnome-svirfneblin",
            "name": "Deep Gnome (Svirfneblin)",
            "size": "Small",
            "type": "humanoid",
            "subtype": "gnome",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "chain-shirt",
                    "name": "Chain Shirt",
                    "url": "/api/2014/equipment/chain-shirt"
                  }
                ]
              }
            ],
            "hit_points": 16,
            "hit_dice": "3d6",
            "hit_points_roll": "3d6+6",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-investigation",
                  "name": "Skill: Investigation",
                  "url": "/api/2014/proficiencies/skill-investigation"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Gnomish, Terran, Undercommon",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Stone Camouflage",
                "desc": "The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
              },
              {
                "name": "Gnome Cunning",
                "desc": "The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:\nAt will: nondetection (self only)\n1/day each: blindness/deafness, blur, disguise self",
                "spellcasting": {
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 11,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Nondetection",
                      "level": 3,
                      "notes": "Self only",
                      "url": "/api/2014/spells/nondetection",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Blindness/Deafness",
                      "level": 2,
                      "url": "/api/2014/spells/blindness-deafness",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Blur",
                      "level": 2,
                      "url": "/api/2014/spells/blur",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Disguise Self",
                      "level": 1,
                      "url": "/api/2014/spells/disguise-self",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "War Pick",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              },
              {
                "name": "Poisoned Dart",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 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",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/deep-gnome-svirfneblin.png",
            "url": "/api/2014/monsters/deep-gnome-svirfneblin"
          },
          {
            "index": "deer",
            "name": "Deer",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 4,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/deer.png",
            "url": "/api/2014/monsters/deer"
          },
          {
            "index": "deva",
            "name": "Deva",
            "size": "Medium",
            "type": "celestial",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 136,
            "hit_dice": "16d8",
            "hit_points_roll": "16d8+64",
            "speed": {
              "walk": "30 ft.",
              "fly": "90 ft."
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "radiant",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 19
            },
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "special_abilities": [
              {
                "name": "Angelic Weapons",
                "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 17,
                  "components_required": [
                    "V"
                  ],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Commune",
                      "level": 5,
                      "url": "/api/2014/spells/commune",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Raise Dead",
                      "level": 5,
                      "url": "/api/2014/spells/raise-dead",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The deva has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The deva makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Mace",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Mace",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+4"
                  },
                  {
                    "damage_type": {
                      "index": "radiant",
                      "name": "Radiant",
                      "url": "/api/2014/damage-types/radiant"
                    },
                    "damage_dice": "4d8"
                  }
                ]
              },
              {
                "name": "Healing Touch",
                "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Change Shape",
                "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."
              }
            ],
            "image": "/api/images/monsters/deva.png",
            "url": "/api/2014/monsters/deva"
          },
          {
            "index": "dire-wolf",
            "name": "Dire Wolf",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 37,
            "hit_dice": "5d10",
            "hit_points_roll": "5d10+10",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/dire-wolf.png",
            "url": "/api/2014/monsters/dire-wolf"
          },
          {
            "index": "djinni",
            "name": "Djinni",
            "size": "Large",
            "type": "elemental",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 161,
            "hit_dice": "14d10",
            "hit_points_roll": "14d10+84",
            "speed": {
              "walk": "30 ft.",
              "fly": "90 ft."
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 22,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning",
              "thunder"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 13
            },
            "languages": "Auran",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Elemental Demise",
                "desc": "If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 17,
                  "modifier": 9,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Thunderwave",
                      "level": 1,
                      "url": "/api/2014/spells/thunderwave",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Create Food and Water",
                      "level": 3,
                      "notes": "Can create wine instead of water",
                      "url": "/api/2014/spells/create-food-and-water",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Tongues",
                      "level": 3,
                      "url": "/api/2014/spells/tongues",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Wind Walk",
                      "level": 6,
                      "url": "/api/2014/spells/wind-walk",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Conjure Elemental",
                      "level": 5,
                      "notes": "Air Elemental Only",
                      "url": "/api/2014/spells/conjure-elemental",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Creation",
                      "level": 5,
                      "url": "/api/2014/spells/creation",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Gaseous Form",
                      "level": 3,
                      "url": "/api/2014/spells/gaseous-form",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Major Image",
                      "level": 3,
                      "url": "/api/2014/spells/major-image",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Plane Shift",
                      "level": 7,
                      "url": "/api/2014/spells/plane-shift",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The djinni makes three scimitar attacks.",
                "actions": [
                  {
                    "action_name": "Scimitar",
                    "count": 3,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+5"
                  },
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "lightning",
                            "name": "Lightning",
                            "url": "/api/2014/damage-types/lightning"
                          },
                          "damage_dice": "1d6"
                        },
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "thunder",
                            "name": "Thunder",
                            "url": "/api/2014/damage-types/thunder"
                          },
                          "damage_dice": "1d6"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Create Whirlwind",
                "desc": "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.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 18,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/djinni.png",
            "url": "/api/2014/monsters/djinni"
          },
          {
            "index": "doppelganger",
            "name": "Doppelganger",
            "size": "Medium",
            "type": "monstrosity",
            "subtype": "shapechanger",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 14
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+16",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "Common",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Ambusher",
                "desc": "In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised."
              },
              {
                "name": "Surprise Attack",
                "desc": "If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The doppelganger makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+4"
                  }
                ]
              },
              {
                "name": "Read Thoughts",
                "desc": "The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
              }
            ],
            "image": "/api/images/monsters/doppelganger.png",
            "url": "/api/2014/monsters/doppelganger"
          },
          {
            "index": "draft-horse",
            "name": "Draft Horse",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/draft-horse.png",
            "url": "/api/2014/monsters/draft-horse"
          },
          {
            "index": "dragon-turtle",
            "name": "Dragon Turtle",
            "size": "Gargantuan",
            "type": "dragon",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 20
              }
            ],
            "hit_points": 341,
            "hit_dice": "22d20",
            "hit_points_roll": "22d20+110",
            "speed": {
              "walk": "20 ft.",
              "swim": "40 ft."
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "fire"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Aquan, Draconic",
            "challenge_rating": 17,
            "proficiency_bonus": 6,
            "xp": 18000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon turtle can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d12+7"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+7"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d12+7"
                  }
                ]
              },
              {
                "name": "Steam Breath",
                "desc": "The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 18,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "15d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/dragon-turtle.png",
            "url": "/api/2014/monsters/dragon-turtle"
          },
          {
            "index": "dretch",
            "name": "Dretch",
            "size": "Small",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 18,
            "hit_dice": "4d6",
            "hit_points_roll": "4d6+4",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 11,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 5,
            "wisdom": 8,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dretch makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4"
                  }
                ]
              },
              {
                "name": "Fetid Cloud",
                "desc": "A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.",
                "usage": {
                  "type": "per day",
                  "times": 1
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 11,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/dretch.png",
            "url": "/api/2014/monsters/dretch"
          },
          {
            "index": "drider",
            "name": "Drider",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 123,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+52",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 15
            },
            "languages": "Elvish, Undercommon",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Fey Ancestry",
                "desc": "The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire",
                "spellcasting": {
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 13,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Dancing Lights",
                      "level": 1,
                      "url": "/api/2014/spells/dancing-lights",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Darkness",
                      "level": 2,
                      "url": "/api/2014/spells/darkness",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Faerie Fire",
                      "level": 1,
                      "url": "/api/2014/spells/faerie-fire",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Spider Climb",
                "desc": "The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              },
              {
                "name": "Web Walker",
                "desc": "The drider ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Longsword",
                        "count": 3,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 3,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Longsword",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Longbow",
                            "count": 2,
                            "type": "ranged"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "2d8"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+3",
                          "notes": "One handed"
                        },
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+3",
                          "notes": "Two handed"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/drider.png",
            "url": "/api/2014/monsters/drider"
          },
          {
            "index": "drow",
            "name": "Drow",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "elf",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "chain-shirt",
                    "name": "Chain Shirt",
                    "url": "/api/2014/equipment/chain-shirt"
                  }
                ]
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 11,
            "wisdom": 11,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Elvish, Undercommon",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Fey Ancestry",
                "desc": "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 11,
                  "modifier": 0,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Dancing Lights",
                      "level": 0,
                      "url": "/api/2014/spells/dancing-lights",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Darkness",
                      "level": 2,
                      "url": "/api/2014/spells/darkness",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Faerie Fire",
                      "level": 1,
                      "url": "/api/2014/spells/faerie-fire",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Hand Crossbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/drow.png",
            "url": "/api/2014/monsters/drow"
          },
          {
            "index": "druid",
            "name": "Druid",
            "desc": "**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              },
              {
                "type": "spell",
                "value": 16,
                "spell": {
                  "index": "barkskin",
                  "name": "Barkskin",
                  "url": "/api/2014/spells/barkskin"
                }
              }
            ],
            "hit_points": 27,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+5",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-medicine",
                  "name": "Skill: Medicine",
                  "url": "/api/2014/proficiencies/skill-medicine"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-nature",
                  "name": "Skill: Nature",
                  "url": "/api/2014/proficiencies/skill-nature"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "Druidic plus any two languages",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Spellcasting",
                "desc": "The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:\n\n- Cantrips (at will): druidcraft, produce flame, shillelagh\n- 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave\n- 2nd level (3 slots): animal messenger, barkskin",
                "spellcasting": {
                  "level": 4,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 12,
                  "modifier": 4,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "druid",
                  "slots": {
                    "1": 4,
                    "2": 3
                  },
                  "spells": [
                    {
                      "name": "Druidcraft",
                      "level": 0,
                      "url": "/api/2014/spells/druidcraft"
                    },
                    {
                      "name": "Produce Flame",
                      "level": 0,
                      "url": "/api/2014/spells/produce-flame"
                    },
                    {
                      "name": "Shillelagh",
                      "level": 0,
                      "url": "/api/2014/spells/shillelagh"
                    },
                    {
                      "name": "Entangle",
                      "level": 1,
                      "url": "/api/2014/spells/entangle"
                    },
                    {
                      "name": "Longstrider",
                      "level": 1,
                      "url": "/api/2014/spells/longstrider"
                    },
                    {
                      "name": "Speak with Animals",
                      "level": 1,
                      "url": "/api/2014/spells/speak-with-animals"
                    },
                    {
                      "name": "Thunderwave",
                      "level": 1,
                      "url": "/api/2014/spells/thunderwave"
                    },
                    {
                      "name": "Animal Messenger",
                      "level": 2,
                      "url": "/api/2014/spells/animal-messenger"
                    },
                    {
                      "name": "Barkskin",
                      "level": 2,
                      "url": "/api/2014/spells/barkskin"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Quarterstaff",
                "desc": " Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "bludgeoning",
                            "name": "Bludgeoning",
                            "url": "/api/2014/damage-types/bludgeoning"
                          },
                          "damage_dice": "1d6",
                          "notes": "One handed"
                        },
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "bludgeoning",
                            "name": "Bludgeoning",
                            "url": "/api/2014/damage-types/bludgeoning"
                          },
                          "damage_dice": "1d8",
                          "notes": "Two handed"
                        },
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "bludgeoning",
                            "name": "Bludgeoning",
                            "url": "/api/2014/damage-types/bludgeoning"
                          },
                          "damage_dice": "1d8+2",
                          "notes": "With shillelagh"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/druid.png",
            "url": "/api/2014/monsters/druid"
          },
          {
            "index": "dryad",
            "name": "Dryad",
            "size": "Medium",
            "type": "fey",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              },
              {
                "type": "spell",
                "value": 16,
                "spell": {
                  "index": "barkskin",
                  "name": "Barkskin",
                  "url": "/api/2014/spells/barkskin"
                }
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Elvish, Sylvan",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:\n\nAt will: druidcraft\n3/day each: entangle, goodberry\n1/day each: barkskin, pass without trace, shillelagh",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 14,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Druidcraft",
                      "level": 0,
                      "url": "/api/2014/spells/druidcraft",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Entangle",
                      "level": 1,
                      "url": "/api/2014/spells/entangle",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Goodberry",
                      "level": 1,
                      "url": "/api/2014/spells/goodberry",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Barkskin",
                      "level": 2,
                      "url": "/api/2014/spells/barkskin",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Pass Without Trace",
                      "level": 2,
                      "url": "/api/2014/spells/pass-without-trace",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Shillelagh",
                      "level": 0,
                      "url": "/api/2014/spells/shillelagh",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The dryad has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Speak with Beasts and Plants",
                "desc": "The dryad can communicate with beasts and plants as if they shared a language."
              },
              {
                "name": "Tree Stride",
                "desc": "Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger."
              }
            ],
            "actions": [
              {
                "name": "Club",
                "desc": "Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Fey Charm",
                "desc": "The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.\nEach time the dryad or its allies 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 dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.\nThe dryad can have no more than one humanoid and up to three beasts charmed at a time.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/dryad.png",
            "url": "/api/2014/monsters/dryad"
          },
          {
            "index": "duergar",
            "name": "Duergar",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "dwarf",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "scale-mail",
                    "name": "Scale Mail",
                    "url": "/api/2014/equipment/scale-mail"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 26,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+8",
            "speed": {
              "walk": "25 ft."
            },
            "strength": 14,
            "dexterity": 11,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 9,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "poison"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "Dwarvish, Undercommon",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Duergar Resilience",
                "desc": "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed."
              },
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Enlarge",
                "desc": "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              },
              {
                "name": "War Pick",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              },
              {
                "name": "Javelin",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Invisibility",
                "desc": "The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "image": "/api/images/monsters/duergar.png",
            "url": "/api/2014/monsters/duergar"
          },
          {
            "index": "dust-mephit",
            "name": "Dust Mephit",
            "size": "Small",
            "type": "elemental",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 17,
            "hit_dice": "5d6",
            "hit_points_roll": "5d6",
            "speed": {
              "walk": "30 ft.",
              "fly": "30 ft."
            },
            "strength": 5,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Auran, Terran",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Death Burst",
                "desc": "When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 10,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Sleep",
                      "level": 1,
                      "url": "/api/2014/spells/sleep",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              },
              {
                "name": "Blinding Breath",
                "desc": "The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/dust-mephit.png",
            "url": "/api/2014/monsters/dust-mephit"
          },
          {
            "index": "eagle",
            "name": "Eagle",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 3,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6",
            "speed": {
              "walk": "10 ft.",
              "fly": "60 ft."
            },
            "strength": 6,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The eagle has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/eagle.png",
            "url": "/api/2014/monsters/eagle"
          },
          {
            "index": "earth-elemental",
            "name": "Earth Elemental",
            "size": "Large",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 126,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+60",
            "speed": {
              "walk": "30 ft.",
              "burrow": "30 ft."
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "thunder"
            ],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Terran",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Earth Glide",
                "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
              },
              {
                "name": "Siege Monster",
                "desc": "The elemental deals double damage to objects and structures."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The elemental makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/earth-elemental.png",
            "url": "/api/2014/monsters/earth-elemental"
          },
          {
            "index": "efreeti",
            "name": "Efreeti",
            "size": "Large",
            "type": "elemental",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 200,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+112",
            "speed": {
              "walk": "40 ft.",
              "fly": "60 ft."
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 24,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Ignan",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Elemental Demise",
                "desc": "If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 15,
                  "modifier": 7,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Enlarge/Reduce",
                      "level": 2,
                      "url": "/api/2014/spells/enlarge-reduce",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Tongues",
                      "level": 3,
                      "url": "/api/2014/spells/tongues",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Conjure Elemental",
                      "level": 5,
                      "notes": "Fire Elemental only",
                      "url": "/api/2014/spells/conjure-elemental",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Gaseous Form",
                      "level": 3,
                      "url": "/api/2014/spells/gaseous-form",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Major Image",
                      "level": 3,
                      "url": "/api/2014/spells/major-image",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Plane Shift",
                      "level": 7,
                      "url": "/api/2014/spells/plane-shift",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Wall of Fire",
                      "level": 4,
                      "url": "/api/2014/spells/wall-of-fire",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The efreeti makes two scimitar attacks or uses its Hurl Flame twice.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Scimitar",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Hurl Flame",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Hurl Flame",
                "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "5d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/efreeti.png",
            "url": "/api/2014/monsters/efreeti"
          },
          {
            "index": "elephant",
            "name": "Elephant",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 76,
            "hit_dice": "8d12",
            "hit_points_roll": "8d12+24",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Trampling Charge",
                "desc": "If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d8+6"
                  }
                ]
              },
              {
                "name": "Stomp",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d10+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/elephant.png",
            "url": "/api/2014/monsters/elephant"
          },
          {
            "index": "elk",
            "name": "Elk",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 13,
            "hit_dice": "2d10",
            "hit_points_roll": "2d10+2",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the elk moves at least 20 ft. 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 13 Strength saving throw or be knocked prone."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/elk.png",
            "url": "/api/2014/monsters/elk"
          },
          {
            "index": "erinyes",
            "name": "Erinyes",
            "size": "Medium",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 18,
                "armor": [
                  {
                    "index": "plate-armor",
                    "name": "Plate Armor",
                    "url": "/api/2014/equipment/plate-armor"
                  }
                ]
              }
            ],
            "hit_points": 153,
            "hit_dice": "18d8",
            "hit_points_roll": "18d8+72",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 12,
            "proficiency_bonus": 4,
            "xp": 8400,
            "special_abilities": [
              {
                "name": "Hellish Weapons",
                "desc": "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks)."
              },
              {
                "name": "Magic Resistance",
                "desc": "The erinyes has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The erinyes makes three attacks",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Longsword",
                        "count": 3,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 3,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Longsword",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Longbow",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Longsword",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Longbow",
                            "count": 2,
                            "type": "ranged"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+4",
                          "notes": "One handed"
                        },
                        {
                          "option_type": "damage",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+4",
                          "notes": "Two handed"
                        }
                      ]
                    }
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "3d8"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "3d8"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/erinyes.png",
            "url": "/api/2014/monsters/erinyes"
          },
          {
            "index": "ettercap",
            "name": "Ettercap",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 44,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+8",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 13,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-survival",
                  "name": "Skill: Survival",
                  "url": "/api/2014/proficiencies/skill-survival"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Spider Climb",
                "desc": "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Sense",
                "desc": "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."
              },
              {
                "name": "Web Walker",
                "desc": "The ettercap ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The ettercap makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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 on a success.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              },
              {
                "name": "Web",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "attack_bonus": 4
              }
            ],
            "image": "/api/images/monsters/ettercap.png",
            "url": "/api/2014/monsters/ettercap"
          },
          {
            "index": "ettin",
            "name": "Ettin",
            "size": "Large",
            "type": "giant",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 85,
            "hit_dice": "10d10",
            "hit_points_roll": "10d10+30",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Giant, Orc",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Two Heads",
                "desc": "The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
              },
              {
                "name": "Wakeful",
                "desc": "When one of the ettin's heads is asleep, its other head is awake."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The ettin makes two attacks: one with its battleaxe and one with its morningstar.",
                "actions": [
                  {
                    "action_name": "Battleaxe",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Morningstar",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Battleaxe",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              },
              {
                "name": "Morningstar",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ettin.png",
            "url": "/api/2014/monsters/ettin"
          },
          {
            "index": "fire-elemental",
            "name": "Fire Elemental",
            "size": "Large",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 102,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+36",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Ignan",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Fire Form",
                "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Illumination",
                "desc": "The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.."
              },
              {
                "name": "Water Susceptibility",
                "desc": "For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The elemental makes two touch attacks.",
                "actions": [
                  {
                    "action_name": "Touch",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Touch",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/fire-elemental.png",
            "url": "/api/2014/monsters/fire-elemental"
          },
          {
            "index": "fire-giant",
            "name": "Fire Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 18,
                "armor": [
                  {
                    "index": "plate-armor",
                    "name": "Plate Armor",
                    "url": "/api/2014/equipment/plate-armor"
                  }
                ]
              }
            ],
            "hit_points": 162,
            "hit_dice": "13d12",
            "hit_points_roll": "13d12+78",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 25,
            "dexterity": 9,
            "constitution": 23,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 16
            },
            "languages": "Giant",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two greatsword attacks.",
                "actions": [
                  {
                    "action_name": "Greatsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatsword",
                "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "6d6+7"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+7"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/fire-giant.png",
            "url": "/api/2014/monsters/fire-giant"
          },
          {
            "index": "flesh-golem",
            "name": "Flesh Golem",
            "size": "Medium",
            "type": "construct",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 9
              }
            ],
            "hit_points": 93,
            "hit_dice": "11d8",
            "hit_points_roll": "11d8+44",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning",
              "poison",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Berserk",
                "desc": "Whenever the golem starts its turn with 40 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.\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
              },
              {
                "name": "Aversion of Fire",
                "desc": "If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."
              },
              {
                "name": "Immutable Form",
                "desc": "The golem is immune to any spell or effect that would alter its form."
              },
              {
                "name": "Lightning Absorption",
                "desc": "Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."
              },
              {
                "name": "Magic Resistance",
                "desc": "The golem has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The golem's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The golem makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/flesh-golem.png",
            "url": "/api/2014/monsters/flesh-golem"
          },
          {
            "index": "flying-snake",
            "name": "Flying Snake",
            "desc": "A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 14
              }
            ],
            "hit_points": 5,
            "hit_dice": "2d4",
            "hit_points_roll": "2d4",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 4,
            "dexterity": 18,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Flyby",
                "desc": "The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "3d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/flying-snake.png",
            "url": "/api/2014/monsters/flying-snake"
          },
          {
            "index": "flying-sword",
            "name": "Flying Sword",
            "size": "Small",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 17,
            "hit_dice": "5d6",
            "hit_points_roll": "5d6",
            "speed": {
              "walk": "0 ft.",
              "fly": "50 ft.",
              "hover": true
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 5,
            "charisma": 1,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison",
              "psychic"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 7
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Antimagic Susceptibility",
                "desc": "The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
              },
              {
                "name": "False Appearance",
                "desc": "While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."
              }
            ],
            "actions": [
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/flying-sword.png",
            "url": "/api/2014/monsters/flying-sword"
          },
          {
            "index": "frog",
            "name": "Frog",
            "desc": "A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a toad.",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "20 ft.",
              "swim": "20 ft."
            },
            "strength": 1,
            "dexterity": 13,
            "constitution": 8,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 1,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 0,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The frog can breathe air and water"
              },
              {
                "name": "Standing Leap",
                "desc": "The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start."
              }
            ],
            "image": "/api/images/monsters/frog.png",
            "url": "/api/2014/monsters/frog"
          },
          {
            "index": "frost-giant",
            "name": "Frost Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "desc": "patchwork armor"
              }
            ],
            "hit_points": 138,
            "hit_dice": "12d12",
            "hit_points_roll": "12d12+60",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 23,
            "dexterity": 9,
            "constitution": 21,
            "intelligence": 9,
            "wisdom": 10,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Giant",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two greataxe attacks.",
                "actions": [
                  {
                    "action_name": "Greataxe",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "3d12+6"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/frost-giant.png",
            "url": "/api/2014/monsters/frost-giant"
          },
          {
            "index": "gargoyle",
            "name": "Gargoyle",
            "size": "Medium",
            "type": "elemental",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 52,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+21",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 15,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Terran",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the gargoyle remains motion less, it is indistinguishable from an inanimate statue."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The gargoyle makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/gargoyle.png",
            "url": "/api/2014/monsters/gargoyle"
          },
          {
            "index": "gelatinous-cube",
            "name": "Gelatinous Cube",
            "size": "Large",
            "type": "ooze",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 6
              }
            ],
            "hit_points": 84,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+40",
            "speed": {
              "walk": "15 ft."
            },
            "strength": 14,
            "dexterity": 3,
            "constitution": 20,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "deafened",
                "name": "Deafened",
                "url": "/api/2014/conditions/deafened"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Ooze Cube",
                "desc": "The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.\nCreatures inside the cube can be seen but have total cover.\nA creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.\nThe cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."
              },
              {
                "name": "Transparent",
                "desc": "Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube."
              }
            ],
            "actions": [
              {
                "name": "Pseudopod",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Engulf",
                "desc": "The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\nOn a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.\nAn engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 12,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/gelatinous-cube.png",
            "url": "/api/2014/monsters/gelatinous-cube"
          },
          {
            "index": "ghast",
            "name": "Ghast",
            "size": "Medium",
            "type": "undead",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 36,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 10,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Common",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Stench",
                "desc": "Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              },
              {
                "name": "Turn Defiance",
                "desc": "The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+3"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ghast.png",
            "url": "/api/2014/monsters/ghast"
          },
          {
            "index": "ghost",
            "name": "Ghost",
            "size": "Medium",
            "type": "undead",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 45,
            "hit_dice": "10d8",
            "hit_points_roll": "10d8",
            "speed": {
              "walk": "0 ft.",
              "fly": "40 ft.",
              "hover": true
            },
            "strength": 7,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "fire",
              "lightning",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "cold",
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "any languages it knew in life",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Ethereal Sight",
                "desc": "The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa."
              },
              {
                "name": "Incorporeal Movement",
                "desc": "The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
              }
            ],
            "actions": [
              {
                "name": "Withering Touch",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "4d6+3"
                  }
                ]
              },
              {
                "name": "Etherealness",
                "desc": "The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."
              },
              {
                "name": "Horrifying Visage",
                "desc": "Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              },
              {
                "name": "Possession",
                "desc": "One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\nThe possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/ghost.png",
            "url": "/api/2014/monsters/ghost"
          },
          {
            "index": "ghoul",
            "name": "Ghoul",
            "size": "Medium",
            "type": "undead",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 13,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Common",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "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 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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ghoul.png",
            "url": "/api/2014/monsters/ghoul"
          },
          {
            "index": "giant-ape",
            "name": "Giant Ape",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 157,
            "hit_dice": "15d12",
            "hit_points_roll": "15d12+60",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft."
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The ape makes two fist attacks.",
                "actions": [
                  {
                    "action_name": "Fist",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Fist",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d10+6"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "7d6+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-ape.png",
            "url": "/api/2014/monsters/giant-ape"
          },
          {
            "index": "giant-badger",
            "name": "Giant Badger",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 13,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+4",
            "speed": {
              "walk": "30 ft.",
              "burrow": "10 ft."
            },
            "strength": 13,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The badger has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The badger makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-badger.png",
            "url": "/api/2014/monsters/giant-badger"
          },
          {
            "index": "giant-bat",
            "name": "Giant Bat",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10",
            "speed": {
              "walk": "10 ft.",
              "fly": "60 ft."
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Echolocation",
                "desc": "The bat can't use its blindsight while deafened."
              },
              {
                "name": "Keen Hearing",
                "desc": "The bat has advantage on Wisdom (Perception) checks that rely on hearing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-bat.png",
            "url": "/api/2014/monsters/giant-bat"
          },
          {
            "index": "giant-boar",
            "name": "Giant Boar",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 42,
            "hit_dice": "5d10",
            "hit_points_roll": "5d10+15",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 7,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack 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."
              },
              {
                "name": "Relentless",
                "desc": "If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Tusk",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-boar.png",
            "url": "/api/2014/monsters/giant-boar"
          },
          {
            "index": "giant-centipede",
            "name": "Giant Centipede",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 4,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6+1",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 5,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-centipede.png",
            "url": "/api/2014/monsters/giant-centipede"
          },
          {
            "index": "giant-constrictor-snake",
            "name": "Giant Constrictor Snake",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 60,
            "hit_dice": "8d12",
            "hit_points_roll": "8d12+8",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Constrict",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-constrictor-snake.png",
            "url": "/api/2014/monsters/giant-constrictor-snake"
          },
          {
            "index": "giant-crab",
            "name": "Giant Crab",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 13,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The crab can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-crab.png",
            "url": "/api/2014/monsters/giant-crab"
          },
          {
            "index": "giant-crocodile",
            "name": "Giant Crocodile",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 85,
            "hit_dice": "9d12",
            "hit_points_roll": "9d12+27",
            "speed": {
              "walk": "30 ft.",
              "swim": "50 ft."
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "The crocodile can hold its breath for 30 minutes."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The crocodile makes two attacks: one with its bite and one with its tail.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d10+5"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-crocodile.png",
            "url": "/api/2014/monsters/giant-crocodile"
          },
          {
            "index": "giant-eagle",
            "name": "Giant Eagle",
            "desc": "A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).",
            "size": "Large",
            "type": "beast",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 26,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10+4",
            "speed": {
              "walk": "10 ft.",
              "fly": "80 ft."
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 13,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "Giant Eagle, understands Common and Auran but can't speak",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The eagle has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The eagle makes two attacks: one with its beak and one with its talons.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Talons",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-eagle.png",
            "url": "/api/2014/monsters/giant-eagle"
          },
          {
            "index": "giant-elk",
            "name": "Giant Elk",
            "desc": "The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 42,
            "hit_dice": "5d12",
            "hit_points_roll": "5d12+10",
            "speed": {
              "walk": "60 ft."
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "Giant Elk, understands Common, Elvish, and Sylvan but can't speak",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the elk moves at least 20 ft. 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 14 Strength saving throw or be knocked prone."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-elk.png",
            "url": "/api/2014/monsters/giant-elk"
          },
          {
            "index": "giant-fire-beetle",
            "name": "Giant Fire Beetle",
            "desc": "A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 4,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6+1",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 8,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Illumination",
                "desc": "The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.",
                "attack_bonus": 1,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6-1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-fire-beetle.png",
            "url": "/api/2014/monsters/giant-fire-beetle"
          },
          {
            "index": "giant-frog",
            "name": "Giant Frog",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 18,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The frog can breathe air and water"
              },
              {
                "name": "Standing Leap",
                "desc": "The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              },
              {
                "name": "Swallow",
                "desc": "The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone."
              }
            ],
            "image": "/api/images/monsters/giant-frog.png",
            "url": "/api/2014/monsters/giant-frog"
          },
          {
            "index": "giant-goat",
            "name": "Giant Goat",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 17,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the goat moves at least 20 ft. straight toward a target and then hits it with a ram 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 knocked prone."
              },
              {
                "name": "Sure-Footed",
                "desc": "The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-goat.png",
            "url": "/api/2014/monsters/giant-goat"
          },
          {
            "index": "giant-hyena",
            "name": "Giant Hyena",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Rampage",
                "desc": "When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-hyena.png",
            "url": "/api/2014/monsters/giant-hyena"
          },
          {
            "index": "giant-lizard",
            "name": "Giant Lizard",
            "desc": "A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-lizard.png",
            "url": "/api/2014/monsters/giant-lizard"
          },
          {
            "index": "giant-octopus",
            "name": "Giant Octopus",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+8",
            "speed": {
              "walk": "10 ft.",
              "swim": "60 ft."
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "While out of water, the octopus can hold its breath for 1 hour."
              },
              {
                "name": "Underwater Camouflage",
                "desc": "The octopus has advantage on Dexterity (Stealth) checks made while underwater."
              },
              {
                "name": "Water Breathing",
                "desc": "The octopus can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Tentacles",
                "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Ink Cloud",
                "desc": "A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "image": "/api/images/monsters/giant-octopus.png",
            "url": "/api/2014/monsters/giant-octopus"
          },
          {
            "index": "giant-owl",
            "name": "Giant Owl",
            "size": "Large",
            "type": "beast",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "5 ft.",
              "fly": "60 ft."
            },
            "strength": 13,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 15
            },
            "languages": "Giant Owl, understands Common, Elvish, and Sylvan but can't speak",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Flyby",
                "desc": "The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."
              },
              {
                "name": "Keen Hearing and Sight",
                "desc": "The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."
              }
            ],
            "actions": [
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-owl.png",
            "url": "/api/2014/monsters/giant-owl"
          },
          {
            "index": "giant-poisonous-snake",
            "name": "Giant Poisonous Snake",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 14
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-poisonous-snake.png",
            "url": "/api/2014/monsters/giant-poisonous-snake"
          },
          {
            "index": "giant-rat",
            "name": "Giant Rat",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 7,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The rat has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-rat.png",
            "url": "/api/2014/monsters/giant-rat"
          },
          {
            "index": "giant-rat-diseased",
            "name": "Giant Rat (Diseased)",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 7,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The rat has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-rat-diseased.png",
            "url": "/api/2014/monsters/giant-rat-diseased"
          },
          {
            "index": "giant-scorpion",
            "name": "Giant Scorpion",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 52,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+14",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "actions": [
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              },
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The scorpion makes three attacks: two with its claws and one with its sting.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  },
                  {
                    "action_name": "Sting",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Sting",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-scorpion.png",
            "url": "/api/2014/monsters/giant-scorpion"
          },
          {
            "index": "giant-sea-horse",
            "name": "Giant Sea Horse",
            "desc": "Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 16,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10",
            "speed": {
              "walk": "0 ft.",
              "swim": "40 ft."
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the sea horse moves at least 20 ft. 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."
              },
              {
                "name": "Water Breathing",
                "desc": "The sea horse can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-sea-horse.png",
            "url": "/api/2014/monsters/giant-sea-horse"
          },
          {
            "index": "giant-shark",
            "name": "Giant Shark",
            "desc": "A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 126,
            "hit_dice": "11d12",
            "hit_points_roll": "11d12+55",
            "speed": {
              "swim": "50 ft."
            },
            "strength": 23,
            "dexterity": 11,
            "constitution": 21,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "desc": "The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."
              },
              {
                "name": "Water Breathing",
                "desc": "The shark can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d10+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-shark.png",
            "url": "/api/2014/monsters/giant-shark"
          },
          {
            "index": "giant-spider",
            "name": "Giant Spider",
            "desc": "To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 26,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10+4",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Spider Climb",
                "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Sense",
                "desc": "While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."
              },
              {
                "name": "Web Walker",
                "desc": "The spider ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 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 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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Web",
                "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "attack_bonus": 5
              }
            ],
            "image": "/api/images/monsters/giant-spider.png",
            "url": "/api/2014/monsters/giant-spider"
          },
          {
            "index": "giant-toad",
            "name": "Giant Toad",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 39,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+6",
            "speed": {
              "walk": "20 ft.",
              "swim": "40 ft."
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The toad can breathe air and water"
              },
              {
                "name": "Standing Leap",
                "desc": "The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Swallow",
                "desc": "The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.\nIf the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."
              }
            ],
            "image": "/api/images/monsters/giant-toad.png",
            "url": "/api/2014/monsters/giant-toad"
          },
          {
            "index": "giant-vulture",
            "name": "Giant Vulture",
            "desc": "A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.",
            "size": "Large",
            "type": "beast",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 22,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+6",
            "speed": {
              "walk": "10 ft.",
              "fly": "60 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "understands Common but can't speak",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Sight and Smell",
                "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The vulture makes two attacks: one with its beak and one with its talons.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Talons",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              },
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-vulture.png",
            "url": "/api/2014/monsters/giant-vulture"
          },
          {
            "index": "giant-wasp",
            "name": "Giant Wasp",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "10 ft.",
              "fly": "50 ft.",
              "swim": "50 ft."
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "actions": [
              {
                "name": "Sting",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) 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. 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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-wasp.png",
            "url": "/api/2014/monsters/giant-wasp"
          },
          {
            "index": "giant-weasel",
            "name": "Giant Weasel",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 9,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-weasel.png",
            "url": "/api/2014/monsters/giant-weasel"
          },
          {
            "index": "giant-wolf-spider",
            "name": "Giant Wolf Spider",
            "desc": "Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft."
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Spider Climb",
                "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Sense",
                "desc": "While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."
              },
              {
                "name": "Web Walker",
                "desc": "The spider ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/giant-wolf-spider.png",
            "url": "/api/2014/monsters/giant-wolf-spider"
          },
          {
            "index": "gibbering-mouther",
            "name": "Gibbering Mouther",
            "size": "Medium",
            "type": "aberration",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 9
              }
            ],
            "hit_points": 67,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+27",
            "speed": {
              "walk": "10 ft.",
              "swim": "10 ft."
            },
            "strength": 10,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Aberrant Ground",
                "desc": "The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn."
              },
              {
                "name": "Gibbering",
                "desc": "The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.",
                "actions": [
                  {
                    "action_name": "Bites",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Blinding Spittle",
                    "count": 1,
                    "type": "ranged"
                  }
                ]
              },
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "5d6"
                  }
                ]
              },
              {
                "name": "Blinding Spittle",
                "desc": "The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/gibbering-mouther.png",
            "url": "/api/2014/monsters/gibbering-mouther"
          },
          {
            "index": "glabrezu",
            "name": "Glabrezu",
            "size": "Large",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 157,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+75",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 21,
            "intelligence": 19,
            "wisdom": 17,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 13
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun",
                "spellcasting": {
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 16,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Darkness",
                      "level": 2,
                      "url": "/api/2014/spells/darkness",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Confusion",
                      "level": 4,
                      "url": "/api/2014/spells/confusion",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Fly",
                      "level": 3,
                      "url": "/api/2014/spells/fly",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Power Word Stun",
                      "level": 8,
                      "url": "/api/2014/spells/power-word-stun",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The glabrezu has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Pincer",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Fist",
                            "count": 2,
                            "type": "ranged"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Pincer",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Innate Spellcasting",
                            "count": 1,
                            "type": "magic"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Pincer",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d10+5"
                  }
                ]
              },
              {
                "name": "Fist",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/glabrezu.png",
            "url": "/api/2014/monsters/glabrezu"
          },
          {
            "index": "gladiator",
            "name": "Gladiator",
            "desc": "Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "studded-leather-armor",
                    "name": "Studded Leather Armor",
                    "url": "/api/2014/equipment/studded-leather-armor"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 112,
            "hit_dice": "15d8",
            "hit_points_roll": "15d8+45",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-intimidation",
                  "name": "Skill: Intimidation",
                  "url": "/api/2014/proficiencies/skill-intimidation"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Brave",
                "desc": "The gladiator has advantage on saving throws against being frightened."
              },
              {
                "name": "Brute",
                "desc": "A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The gladiator makes three melee attacks or two ranged attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Spear",
                        "count": 3,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Shield Bash",
                        "count": 3,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Spear",
                        "count": 2,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Spear",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Shield Bash",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Spear",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Shield Bash",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "2d6+4"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "2d8+4"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Shield Bash",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+4"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/gladiator.png",
            "url": "/api/2014/monsters/gladiator"
          },
          {
            "index": "gnoll",
            "name": "Gnoll",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "gnoll",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Gnoll",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Rampage",
                "desc": "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              },
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6+2"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8+2"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/gnoll.png",
            "url": "/api/2014/monsters/gnoll"
          },
          {
            "index": "goat",
            "name": "Goat",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 4,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 12,
            "dexterity": 10,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone."
              },
              {
                "name": "Sure-Footed",
                "desc": "The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/goat.png",
            "url": "/api/2014/monsters/goat"
          },
          {
            "index": "goblin",
            "name": "Goblin",
            "size": "Small",
            "type": "humanoid",
            "subtype": "goblinoid",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 7,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "Common, Goblin",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Nimble Escape",
                "desc": "The goblin can take the Disengage or Hide action as a bonus action on each of its turns."
              }
            ],
            "actions": [
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Shortbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/goblin.png",
            "url": "/api/2014/monsters/goblin"
          },
          {
            "index": "gold-dragon-wyrmling",
            "name": "Gold Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 60,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+24",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+4"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\nWeakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 13,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "4d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Weakening Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 13,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/gold-dragon-wyrmling.png",
            "url": "/api/2014/monsters/gold-dragon-wyrmling"
          },
          {
            "index": "gorgon",
            "name": "Gorgon",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 114,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+48",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 20,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Trampling Charge",
                "desc": "If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d12+5"
                  }
                ]
              },
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d10+5"
                  }
                ]
              },
              {
                "name": "Petrifying Breath",
                "desc": "The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/gorgon.png",
            "url": "/api/2014/monsters/gorgon"
          },
          {
            "index": "gray-ooze",
            "name": "Gray Ooze",
            "size": "Medium",
            "type": "ooze",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 8
              }
            ],
            "hit_points": 22,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+9",
            "speed": {
              "walk": "10 ft.",
              "climb": "10 ft."
            },
            "strength": 12,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 2,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "cold",
              "fire"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "deafened",
                "name": "Deafened",
                "url": "/api/2014/conditions/deafened"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Amorphous",
                "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
              },
              {
                "name": "Corrode Metal",
                "desc": "Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.\nThe ooze can eat through 2-inch-thick, nonmagical metal in 1 round."
              },
              {
                "name": "False Appearance",
                "desc": "While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."
              }
            ],
            "actions": [
              {
                "name": "Pseudopod",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+1"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/gray-ooze.png",
            "url": "/api/2014/monsters/gray-ooze"
          },
          {
            "index": "green-dragon-wyrmling",
            "name": "Green Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 38,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+7",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Poison Breath",
                "desc": "The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 11,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "6d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/green-dragon-wyrmling.png",
            "url": "/api/2014/monsters/green-dragon-wyrmling"
          },
          {
            "index": "green-hag",
            "name": "Green Hag",
            "size": "Medium",
            "type": "fey",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 82,
            "hit_dice": "11d8",
            "hit_points_roll": "11d8+33",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The hag can breathe air and water."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:\n\nAt will: dancing lights, minor illusion, vicious mockery",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 12,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Dancing Lights",
                      "level": 0,
                      "url": "/api/2014/spells/dancing-lights",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Minor Illusion",
                      "level": 0,
                      "url": "/api/2014/spells/minor-illusion",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Vicious Mockery",
                      "level": 0,
                      "url": "/api/2014/spells/vicious-mockery",
                      "usage": {
                        "type": "at will"
                      }
                    }
                  ]
                }
              },
              {
                "name": "Mimicry",
                "desc": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check."
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Illusory Appearance",
                "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised."
              },
              {
                "name": "Invisible Passage",
                "desc": "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her."
              }
            ],
            "image": "/api/images/monsters/green-hag.png",
            "url": "/api/2014/monsters/green-hag"
          },
          {
            "index": "grick",
            "name": "Grick",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 27,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Stone Camouflage",
                "desc": "The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.",
                "actions": [
                  {
                    "action_name": "Tentacles",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Tentacles",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/grick.png",
            "url": "/api/2014/monsters/grick"
          },
          {
            "index": "griffon",
            "name": "Griffon",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 59,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+21",
            "speed": {
              "walk": "30 ft.",
              "fly": "80 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The griffon has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The griffon makes two attacks: one with its beak and one with its claws.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/griffon.png",
            "url": "/api/2014/monsters/griffon"
          },
          {
            "index": "grimlock",
            "name": "Grimlock",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "grimlock",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 9,
            "wisdom": 8,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              }
            ],
            "senses": {
              "blindsight": "30 ft. or 10 ft. while deafened (blind beyond this radius)",
              "passive_perception": 13
            },
            "languages": "Undercommon",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Blind Senses",
                "desc": "The grimlock can't use its blindsight while deafened and unable to smell."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Stone Camouflage",
                "desc": "The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
              }
            ],
            "actions": [
              {
                "name": "Spiked Bone Club",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4+3"
                  },
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/grimlock.png",
            "url": "/api/2014/monsters/grimlock"
          },
          {
            "index": "guard",
            "name": "Guard",
            "desc": "Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "chain-shirt",
                    "name": "Chain Shirt",
                    "url": "/api/2014/equipment/chain-shirt"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 13,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6+1"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8+1"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/guard.png",
            "url": "/api/2014/monsters/guard"
          },
          {
            "index": "guardian-naga",
            "name": "Guardian Naga",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 127,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+45",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Celestial, Common",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "special_abilities": [
              {
                "name": "Rejuvenation",
                "desc": "If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."
              },
              {
                "name": "Spellcasting",
                "desc": "The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n- Cantrips (at will): mending, sacred flame, thaumaturgy\n- 1st level (4 slots): command, cure wounds, shield of faith\n- 2nd level (3 slots): calm emotions, hold person\n- 3rd level (3 slots): bestow curse, clairvoyance\n- 4th level (3 slots): banishment, freedom of movement\n- 5th level (2 slots): flame strike, geas\n- 6th level (1 slot): true seeing",
                "spellcasting": {
                  "level": 11,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 16,
                  "modifier": 8,
                  "components_required": [
                    "V"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 2,
                    "6": 1
                  },
                  "spells": [
                    {
                      "name": "Mending",
                      "level": 0,
                      "url": "/api/2014/spells/mending"
                    },
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Command",
                      "level": 1,
                      "url": "/api/2014/spells/command"
                    },
                    {
                      "name": "Cure Wounds",
                      "level": 1,
                      "url": "/api/2014/spells/cure-wounds"
                    },
                    {
                      "name": "Shield of Faith",
                      "level": 1,
                      "url": "/api/2014/spells/shield-of-faith"
                    },
                    {
                      "name": "Calm Emotions",
                      "level": 2,
                      "url": "/api/2014/spells/calm-emotions"
                    },
                    {
                      "name": "Hold Person",
                      "level": 2,
                      "url": "/api/2014/spells/hold-person"
                    },
                    {
                      "name": "Bestow Curse",
                      "level": 3,
                      "url": "/api/2014/spells/bestow-curse"
                    },
                    {
                      "name": "Clairvoyance",
                      "level": 3,
                      "url": "/api/2014/spells/clairvoyance"
                    },
                    {
                      "name": "Banishment",
                      "level": 4,
                      "url": "/api/2014/spells/banishment"
                    },
                    {
                      "name": "Freedom of Movement",
                      "level": 4,
                      "url": "/api/2014/spells/freedom-of-movement"
                    },
                    {
                      "name": "Flame Strike",
                      "level": 5,
                      "url": "/api/2014/spells/flame-strike"
                    },
                    {
                      "name": "Geas",
                      "level": 5,
                      "url": "/api/2014/spells/geas"
                    },
                    {
                      "name": "True Seeing",
                      "level": 6,
                      "url": "/api/2014/spells/true-seeing"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Spit Poison",
                "desc": "Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 8
              }
            ],
            "image": "/api/images/monsters/guardian-naga.png",
            "url": "/api/2014/monsters/guardian-naga"
          },
          {
            "index": "gynosphinx",
            "name": "Gynosphinx",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "lawful neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 136,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+48",
            "speed": {
              "walk": "40 ft.",
              "fly": "60 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "psychic"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 18
            },
            "languages": "Common, Sphinx",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Inscrutable",
                "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
              },
              {
                "name": "Magic Weapons",
                "desc": "The sphinx's weapon attacks are magical."
              },
              {
                "name": "Spellcasting",
                "desc": "The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n- Cantrips (at will): mage hand, minor illusion, prestidigitation\n- 1st level (4 slots): detect magic, identify, shield\n- 2nd level (3 slots): darkness, locate object, suggestion\n- 3rd level (3 slots): dispel magic, remove curse, tongues\n- 4th level (3 slots): banishment, greater invisibility\n- 5th level (1 slot): legend lore",
                "spellcasting": {
                  "level": 9,
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 16,
                  "modifier": 8,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "school": "wizard",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 1
                  },
                  "spells": [
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand"
                    },
                    {
                      "name": "Minor Illusion",
                      "level": 0,
                      "url": "/api/2014/spells/minor-illusion"
                    },
                    {
                      "name": "Prestidigitation",
                      "level": 0,
                      "url": "/api/2014/spells/prestidigitation"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Identify",
                      "level": 1,
                      "url": "/api/2014/spells/identify"
                    },
                    {
                      "name": "Shield",
                      "level": 1,
                      "url": "/api/2014/spells/shield"
                    },
                    {
                      "name": "Darkness",
                      "level": 2,
                      "url": "/api/2014/spells/darkness"
                    },
                    {
                      "name": "Locate Object",
                      "level": 2,
                      "url": "/api/2014/spells/locate-object"
                    },
                    {
                      "name": "Suggestion",
                      "level": 2,
                      "url": "/api/2014/spells/suggestion"
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic"
                    },
                    {
                      "name": "Remove Curse",
                      "level": 3,
                      "url": "/api/2014/spells/remove-curse"
                    },
                    {
                      "name": "Tongues",
                      "level": 3,
                      "url": "/api/2014/spells/tongues"
                    },
                    {
                      "name": "Banishment",
                      "level": 4,
                      "url": "/api/2014/spells/banishment"
                    },
                    {
                      "name": "Greater Invisibility",
                      "level": 4,
                      "url": "/api/2014/spells/greater-invisibility"
                    },
                    {
                      "name": "Legend Lore",
                      "level": 5,
                      "url": "/api/2014/spells/legend-lore"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The sphinx makes two claw attacks.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Claw Attack",
                "desc": "The sphinx makes one claw attack."
              },
              {
                "name": "Teleport (Costs 2 Actions)",
                "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
              },
              {
                "name": "Cast a Spell (Costs 3 Actions)",
                "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."
              }
            ],
            "image": "/api/images/monsters/gynosphinx.png",
            "url": "/api/2014/monsters/gynosphinx"
          },
          {
            "index": "half-red-dragon-veteran",
            "name": "Half-Red Dragon Veteran",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 18,
                "armor": [
                  {
                    "index": "plate-armor",
                    "name": "Plate Armor",
                    "url": "/api/2014/equipment/plate-armor"
                  }
                ]
              }
            ],
            "hit_points": 65,
            "hit_dice": "10d8",
            "hit_points_roll": "10d8+20",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "fire"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Common, Draconic",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.",
                "actions": [
                  {
                    "action_name": "Longsword",
                    "count": 2,
                    "type": "melee"
                  },
                  {
                    "action_name": "Shortsword",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+3"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+3"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Heavy Crossbow",
                "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+1"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 15,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "7d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/half-red-dragon-veteran.png",
            "url": "/api/2014/monsters/half-red-dragon-veteran"
          },
          {
            "index": "harpy",
            "name": "Harpy",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 38,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+7",
            "speed": {
              "walk": "20 ft.",
              "fly": "40 ft."
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 13,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "Common",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The harpy makes two attacks: one with its claws and one with its club.",
                "actions": [
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Club",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+1"
                  }
                ]
              },
              {
                "name": "Club",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4+1"
                  }
                ]
              },
              {
                "name": "Luring Song",
                "desc": "The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.\nWhile charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy 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 harpy, 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.\nA target that successfully saves is immune to this harpy's song for the next 24 hours."
              }
            ],
            "image": "/api/images/monsters/harpy.png",
            "url": "/api/2014/monsters/harpy"
          },
          {
            "index": "hawk",
            "name": "Hawk",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "10 ft.",
              "fly": "60 ft."
            },
            "strength": 5,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The hawk has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hawk.png",
            "url": "/api/2014/monsters/hawk"
          },
          {
            "index": "hell-hound",
            "name": "Hell Hound",
            "size": "Medium",
            "type": "fiend",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 45,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+14",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "understands Infernal but can't speak it",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 12,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "6d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hell-hound.png",
            "url": "/api/2014/monsters/hell-hound"
          },
          {
            "index": "hezrou",
            "name": "Hezrou",
            "size": "Large",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 136,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+65",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The hezrou has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Stench",
                "desc": "Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The hezrou makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hezrou.png",
            "url": "/api/2014/monsters/hezrou"
          },
          {
            "index": "hill-giant",
            "name": "Hill Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 105,
            "hit_dice": "10d12",
            "hit_points_roll": "10d12+40",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 9,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Giant",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two greatclub attacks.",
                "actions": [
                  {
                    "action_name": "Greatclub",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatclub",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d8+5"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d10+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hill-giant.png",
            "url": "/api/2014/monsters/hill-giant"
          },
          {
            "index": "hippogriff",
            "name": "Hippogriff",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "40 ft.",
              "fly": "60 ft."
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 15
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The hippogriff has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The hippogriff makes two attacks: one with its beak and one with its claws.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hippogriff.png",
            "url": "/api/2014/monsters/hippogriff"
          },
          {
            "index": "hobgoblin",
            "name": "Hobgoblin",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "goblinoid",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 18,
                "armor": [
                  {
                    "index": "chain-mail",
                    "name": "Chain Mail",
                    "url": "/api/2014/equipment/chain-mail"
                  },
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 13,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 9,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Common, Goblin",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Martial Advantage",
                "desc": "Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+1"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+1"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hobgoblin.png",
            "url": "/api/2014/monsters/hobgoblin"
          },
          {
            "index": "homunculus",
            "name": "Homunculus",
            "size": "Tiny",
            "type": "construct",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 5,
            "hit_dice": "2d4",
            "hit_points_roll": "2d4",
            "speed": {
              "walk": "20 ft.",
              "fly": "40 ft."
            },
            "strength": 4,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Telepathic Bond",
                "desc": "While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/homunculus.png",
            "url": "/api/2014/monsters/homunculus"
          },
          {
            "index": "horned-devil",
            "name": "Horned Devil",
            "size": "Large",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 178,
            "hit_dice": "17d10",
            "hit_points_roll": "17d10+85",
            "speed": {
              "walk": "20 ft.",
              "fly": "60 ft."
            },
            "strength": 22,
            "dexterity": 17,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 13
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Fork",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Fork",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Hurl Flame",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Fork",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Hurl Flame",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Fork",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+6"
                  }
                ]
              },
              {
                "name": "Hurl Flame",
                "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "4d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/horned-devil.png",
            "url": "/api/2014/monsters/horned-devil"
          },
          {
            "index": "hunter-shark",
            "name": "Hunter Shark",
            "desc": "Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "swim": "40 ft."
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "desc": "The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."
              },
              {
                "name": "Water Breathing",
                "desc": "The shark can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hunter-shark.png",
            "url": "/api/2014/monsters/hunter-shark"
          },
          {
            "index": "hydra",
            "name": "Hydra",
            "size": "Huge",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 172,
            "hit_dice": "15d12",
            "hit_points_roll": "15d12+75",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 16
            },
            "languages": "",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "The hydra can hold its breath for 1 hour."
              },
              {
                "name": "Multiple Heads",
                "desc": "The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."
              },
              {
                "name": "Reactive Heads",
                "desc": "For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."
              },
              {
                "name": "Wakeful",
                "desc": "While the hydra sleeps, at least one of its heads is awake."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The hydra makes as many bite attacks as it has heads.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": "Number of Heads",
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hydra.png",
            "url": "/api/2014/monsters/hydra"
          },
          {
            "index": "hyena",
            "name": "Hyena",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 5,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8+1",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 11,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Pack Tactics",
                "desc": "The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/hyena.png",
            "url": "/api/2014/monsters/hyena"
          },
          {
            "index": "ice-devil",
            "name": "Ice Devil",
            "size": "Large",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 180,
            "hit_dice": "19d10",
            "hit_points_roll": "19d10+76",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 14,
            "proficiency_bonus": 5,
            "xp": 11500,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the devil's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The devil has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The devil makes three attacks: one with its bite, one with its claws, and one with its tail.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+5"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+5"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+5"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Wall of Ice",
                "desc": "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.\nWhen the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.\nThe wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."
              }
            ],
            "image": "/api/images/monsters/ice-devil.png",
            "url": "/api/2014/monsters/ice-devil"
          },
          {
            "index": "ice-mephit",
            "name": "Ice Mephit",
            "size": "Small",
            "type": "elemental",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 21,
            "hit_dice": "6d6",
            "hit_points_roll": "6d6",
            "speed": {
              "walk": "30 ft.",
              "fly": "30 ft."
            },
            "strength": 7,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [
              "bludgeoning",
              "fire"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "cold",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Aquan, Auran",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Death Burst",
                "desc": "When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 10,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "False Appearance",
                "desc": "While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Fog Cloud",
                      "level": 1,
                      "url": "/api/2014/spells/fog-cloud",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+1"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Frost Breath",
                "desc": "The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 10,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "2d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ice-mephit.png",
            "url": "/api/2014/monsters/ice-mephit"
          },
          {
            "index": "imp",
            "name": "Imp",
            "size": "Tiny",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 10,
            "hit_dice": "3d4",
            "hit_points_roll": "3d4+3",
            "speed": {
              "walk": "20 ft.",
              "fly": "40 ft."
            },
            "strength": 6,
            "dexterity": 17,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Infernal, Common",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the imp's darkvision."
              },
              {
                "name": "Magic Resistance",
                "desc": "The imp has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Sting (Bite in Beast Form)",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              },
              {
                "name": "Invisibility",
                "desc": "The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."
              }
            ],
            "image": "/api/images/monsters/imp.png",
            "url": "/api/2014/monsters/imp"
          },
          {
            "index": "invisible-stalker",
            "name": "Invisible Stalker",
            "size": "Medium",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 14
              }
            ],
            "hit_points": 104,
            "hit_dice": "16d8",
            "hit_points_roll": "16d8+32",
            "speed": {
              "walk": "50 ft.",
              "fly": "50 ft.",
              "hover": true
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 18
            },
            "languages": "Auran, understands Common but doesn't speak it",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Invisibility",
                "desc": "The stalker is invisible."
              },
              {
                "name": "Faultless Tracker",
                "desc": "The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The stalker makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/invisible-stalker.png",
            "url": "/api/2014/monsters/invisible-stalker"
          },
          {
            "index": "iron-golem",
            "name": "Iron Golem",
            "size": "Large",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 20
              }
            ],
            "hit_points": 210,
            "hit_dice": "20d10",
            "hit_points_roll": "20d10+100",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire",
              "poison",
              "psychic",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": 16,
            "proficiency_bonus": 5,
            "xp": 15000,
            "special_abilities": [
              {
                "name": "Fire Absorption",
                "desc": "Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."
              },
              {
                "name": "Immutable Form",
                "desc": "The golem is immune to any spell or effect that would alter its form."
              },
              {
                "name": "Magic Resistance",
                "desc": "The golem has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The golem's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The golem makes two melee attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Slam",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Sword",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Slam",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Sword",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d8+7"
                  }
                ]
              },
              {
                "name": "Sword",
                "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "3d10+7"
                  }
                ]
              },
              {
                "name": "Poison Breath",
                "desc": "The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 19,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "10d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/iron-golem.png",
            "url": "/api/2014/monsters/iron-golem"
          },
          {
            "index": "jackal",
            "name": "Jackal",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 3,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 8,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.",
                "attack_bonus": 1,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4-1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/jackal.png",
            "url": "/api/2014/monsters/jackal"
          },
          {
            "index": "killer-whale",
            "name": "Killer Whale",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 90,
            "hit_dice": "12d12",
            "hit_points_roll": "12d12+12",
            "speed": {
              "swim": "60 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "120 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Echolocation",
                "desc": "The whale can't use its blindsight while deafened."
              },
              {
                "name": "Hold Breath",
                "desc": "The whale can hold its breath for 30 minutes"
              },
              {
                "name": "Keen Hearing",
                "desc": "The whale has advantage on Wisdom (Perception) checks that rely on hearing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "5d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/killer-whale.png",
            "url": "/api/2014/monsters/killer-whale"
          },
          {
            "index": "knight",
            "name": "Knight",
            "desc": "Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 18,
                "armor": [
                  {
                    "index": "plate-armor",
                    "name": "Plate Armor",
                    "url": "/api/2014/equipment/plate-armor"
                  }
                ]
              }
            ],
            "hit_points": 52,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8+16",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Brave",
                "desc": "The knight has advantage on saving throws against being frightened."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The knight makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Greatsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Heavy Crossbow",
                "desc": "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Leadership",
                "desc": "For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/knight.png",
            "url": "/api/2014/monsters/knight"
          },
          {
            "index": "kobold",
            "name": "Kobold",
            "size": "Small",
            "type": "humanoid",
            "subtype": "kobold",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 5,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6-2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 9,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 8,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "Common, Draconic",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              },
              {
                "name": "Pack Tactics",
                "desc": "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Dagger",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              },
              {
                "name": "Sling",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/kobold.png",
            "url": "/api/2014/monsters/kobold"
          },
          {
            "index": "kraken",
            "name": "Kraken",
            "size": "Gargantuan",
            "type": "monstrosity",
            "subtype": "titan",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 472,
            "hit_dice": "27d20",
            "hit_points_roll": "27d20+189",
            "speed": {
              "walk": "20 ft.",
              "swim": "60 ft."
            },
            "strength": 30,
            "dexterity": 11,
            "constitution": 25,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 17,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 14
            },
            "languages": "understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": 23,
            "proficiency_bonus": 7,
            "xp": 50000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The kraken can breathe air and water."
              },
              {
                "name": "Freedom of Movement",
                "desc": "The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."
              },
              {
                "name": "Siege Monster",
                "desc": "The kraken deals double damage to objects and structures."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Tentacle",
                        "count": 3,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Tentacle",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Fling",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Tentacle",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Fling",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Fling",
                        "count": 3,
                        "type": "melee"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 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.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d8+10"
                  }
                ]
              },
              {
                "name": "Tentacle",
                "desc": "Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d6+10"
                  }
                ]
              },
              {
                "name": "Fling",
                "desc": "One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
              },
              {
                "name": "Lightning Storm",
                "desc": "The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "4d10"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Tentacle Attack or Fling",
                "desc": "The kraken makes one tentacle attack or uses its Fling.",
                "attack_bonus": 0
              },
              {
                "name": "Lightning Storm (Costs 2 Actions)",
                "desc": "The kraken uses Lightning Storm.",
                "attack_bonus": 0
              },
              {
                "name": "Ink Cloud (Costs 3 Actions)",
                "desc": "While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 23,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "3d10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/kraken.png",
            "url": "/api/2014/monsters/kraken"
          },
          {
            "index": "lamia",
            "name": "Lamia",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 97,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+26",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Abyssal, Common",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 13,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Disguise Self",
                      "level": 1,
                      "url": "/api/2014/spells/disguise-self",
                      "notes": "Any Humanoid Form",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Major Image",
                      "level": 3,
                      "url": "/api/2014/spells/major-image",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Charm Person",
                      "level": 1,
                      "url": "/api/2014/spells/charm-person",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Mirror Image",
                      "level": 2,
                      "url": "/api/2014/spells/mirror-image",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Scrying",
                      "level": 5,
                      "url": "/api/2014/spells/scrying",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Suggestion",
                      "level": 2,
                      "url": "/api/2014/spells/suggestion",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Geas",
                      "level": 5,
                      "url": "/api/2014/spells/geas",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Dagger",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Intoxicating Touch",
                            "count": 1,
                            "type": "ability"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d10+3"
                  }
                ]
              },
              {
                "name": "Dagger",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              },
              {
                "name": "Intoxicating Touch",
                "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.",
                "attack_bonus": 5
              }
            ],
            "image": "/api/images/monsters/lamia.png",
            "url": "/api/2014/monsters/lamia"
          },
          {
            "index": "lemure",
            "name": "Lemure",
            "size": "Medium",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 7
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "15 ft."
            },
            "strength": 10,
            "dexterity": 5,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 11,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "understands infernal but can't speak",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Devil's Sight",
                "desc": "Magical darkness doesn't impede the lemure's darkvision."
              },
              {
                "name": "Hellish Rejuvenation",
                "desc": "A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water."
              }
            ],
            "actions": [
              {
                "name": "Fist",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/lemure.png",
            "url": "/api/2014/monsters/lemure"
          },
          {
            "index": "lich",
            "name": "Lich",
            "size": "Medium",
            "type": "undead",
            "alignment": "any evil alignment",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 135,
            "hit_dice": "18d8",
            "hit_points_roll": "18d8+54",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 14,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 18,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "lightning",
              "necrotic"
            ],
            "damage_immunities": [
              "poison",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 19
            },
            "languages": "Common plus up to five other languages",
            "challenge_rating": 21,
            "proficiency_bonus": 7,
            "xp": 33000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the lich fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Rejuvenation",
                "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."
              },
              {
                "name": "Spellcasting",
                "desc": "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n- Cantrips (at will): mage hand, prestidigitation, ray of frost\n- 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n- 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image\n- 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n- 4th level (3 slots): blight, dimension door\n- 5th level (3 slots): cloudkill, scrying\n- 6th level (1 slot): disintegrate, globe of invulnerability\n- 7th level (1 slot): finger of death, plane shift\n- 8th level (1 slot): dominate monster, power word stun\n- 9th level (1 slot): power word kill",
                "spellcasting": {
                  "level": 18,
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 20,
                  "modifier": 12,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "wizard",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 3,
                    "6": 1,
                    "7": 1,
                    "8": 1,
                    "9": 1
                  },
                  "spells": [
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand"
                    },
                    {
                      "name": "Prestidigitation",
                      "level": 0,
                      "url": "/api/2014/spells/prestidigitation"
                    },
                    {
                      "name": "Ray of Frost",
                      "level": 0,
                      "url": "/api/2014/spells/ray-of-frost"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Magic Missile",
                      "level": 1,
                      "url": "/api/2014/spells/magic-missile"
                    },
                    {
                      "name": "Shield",
                      "level": 1,
                      "url": "/api/2014/spells/shield"
                    },
                    {
                      "name": "Thunderwave",
                      "level": 1,
                      "url": "/api/2014/spells/thunderwave"
                    },
                    {
                      "name": "Acid Arrow",
                      "level": 2,
                      "url": "/api/2014/spells/acid-arrow"
                    },
                    {
                      "name": "Detect Thoughts",
                      "level": 2,
                      "url": "/api/2014/spells/detect-thoughts"
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility"
                    },
                    {
                      "name": "Mirror Image",
                      "level": 2,
                      "url": "/api/2014/spells/mirror-image"
                    },
                    {
                      "name": "Animate Dead",
                      "level": 3,
                      "url": "/api/2014/spells/animate-dead"
                    },
                    {
                      "name": "Counterspell",
                      "level": 3,
                      "url": "/api/2014/spells/counterspell"
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic"
                    },
                    {
                      "name": "Fireball",
                      "level": 3,
                      "url": "/api/2014/spells/fireball"
                    },
                    {
                      "name": "Blight",
                      "level": 4,
                      "url": "/api/2014/spells/blight"
                    },
                    {
                      "name": "Dimension Door",
                      "level": 4,
                      "url": "/api/2014/spells/dimension-door"
                    },
                    {
                      "name": "Cloudkill",
                      "level": 5,
                      "url": "/api/2014/spells/cloudkill"
                    },
                    {
                      "name": "Scrying",
                      "level": 5,
                      "url": "/api/2014/spells/scrying"
                    },
                    {
                      "name": "Disintegrate",
                      "level": 6,
                      "url": "/api/2014/spells/disintegrate"
                    },
                    {
                      "name": "Globe of Invulnerability",
                      "level": 6,
                      "url": "/api/2014/spells/globe-of-invulnerability"
                    },
                    {
                      "name": "Finger of Death",
                      "level": 7,
                      "url": "/api/2014/spells/finger-of-death"
                    },
                    {
                      "name": "Plane Shift",
                      "level": 7,
                      "url": "/api/2014/spells/plane-shift"
                    },
                    {
                      "name": "Dominate Monster",
                      "level": 8,
                      "url": "/api/2014/spells/dominate-monster"
                    },
                    {
                      "name": "Power Word Stun",
                      "level": 8,
                      "url": "/api/2014/spells/power-word-stun"
                    },
                    {
                      "name": "Power Word Kill",
                      "level": 9,
                      "url": "/api/2014/spells/power-word-kill"
                    }
                  ]
                }
              },
              {
                "name": "Turn Resistance",
                "desc": "The lich has advantage on saving throws against any effect that turns undead."
              }
            ],
            "actions": [
              {
                "name": "Paralyzing Touch",
                "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "legendary_actions": [
              {
                "name": "Cantrip",
                "desc": "The lich casts a cantrip."
              },
              {
                "name": "Paralyzing Touch (Costs 2 Actions)",
                "desc": "The lich uses its Paralyzing Touch."
              },
              {
                "name": "Frightening Gaze (Costs 2 Actions)",
                "desc": "The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened 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 lich's gaze for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 18,
                  "success_type": "none"
                }
              },
              {
                "name": "Disrupt Life (Costs 3 Actions)",
                "desc": "Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 18,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "6d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/lich.png",
            "url": "/api/2014/monsters/lich"
          },
          {
            "index": "lion",
            "name": "Lion",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 26,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10+4",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 13,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The lion has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              },
              {
                "name": "Pounce",
                "desc": "If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              },
              {
                "name": "Running Leap",
                "desc": "With a 10-foot running start, the lion can long jump up to 25 ft.."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/lion.png",
            "url": "/api/2014/monsters/lion"
          },
          {
            "index": "lizard",
            "name": "Lizard",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 2,
            "dexterity": 11,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                "attack_bonus": 0,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/lizard.png",
            "url": "/api/2014/monsters/lizard"
          },
          {
            "index": "lizardfolk",
            "name": "Lizardfolk",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "lizardfolk",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              },
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "shield",
                    "name": "Shield",
                    "url": "/api/2014/equipment/shield"
                  }
                ]
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+4",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-survival",
                  "name": "Skill: Survival",
                  "url": "/api/2014/proficiencies/skill-survival"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Draconic",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "The lizardfolk can hold its breath for 15 minutes."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The lizardfolk makes two melee attacks, each one with a different weapon.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Heavy Club",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Javelin",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Spiked Shield",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Javelin",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Heavy Club",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Spiked Shield",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Javelin",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Spiked Shield",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Heavy Club",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Heavy Club",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Javelin",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Spiked Shield",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/lizardfolk.png",
            "url": "/api/2014/monsters/lizardfolk"
          },
          {
            "index": "mage",
            "name": "Mage",
            "desc": "Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              },
              {
                "type": "spell",
                "value": 15,
                "spell": {
                  "index": "mage-armor",
                  "name": "Mage Armor",
                  "url": "/api/2014/spells/mage-armor"
                }
              }
            ],
            "hit_points": 40,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 9,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 17,
            "wisdom": 12,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "any four languages",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Spellcasting",
                "desc": "The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n- Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n- 1st level (4 slots): detect magic, mage armor, magic missile, shield\n- 2nd level (3 slots): misty step, suggestion\n- 3rd level (3 slots): counterspell, fireball, fly\n- 4th level (3 slots): greater invisibility, ice storm\n- 5th level (1 slot): cone of cold",
                "spellcasting": {
                  "level": 9,
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 14,
                  "modifier": 6,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "wizard",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 1
                  },
                  "spells": [
                    {
                      "name": "Fire Bolt",
                      "level": 0,
                      "url": "/api/2014/spells/fire-bolt"
                    },
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light"
                    },
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand"
                    },
                    {
                      "name": "Prestidigitation",
                      "level": 0,
                      "url": "/api/2014/spells/prestidigitation"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Mage Armor",
                      "level": 1,
                      "url": "/api/2014/spells/mage-armor"
                    },
                    {
                      "name": "Magic Missile",
                      "level": 1,
                      "url": "/api/2014/spells/magic-missile"
                    },
                    {
                      "name": "Shield",
                      "level": 1,
                      "url": "/api/2014/spells/shield"
                    },
                    {
                      "name": "Misty Step",
                      "level": 2,
                      "url": "/api/2014/spells/misty-step"
                    },
                    {
                      "name": "Suggestion",
                      "level": 2,
                      "url": "/api/2014/spells/suggestion"
                    },
                    {
                      "name": "Counterspell",
                      "level": 3,
                      "url": "/api/2014/spells/counterspell"
                    },
                    {
                      "name": "Fireball",
                      "level": 3,
                      "url": "/api/2014/spells/fireball"
                    },
                    {
                      "name": "Fly",
                      "level": 3,
                      "url": "/api/2014/spells/fly"
                    },
                    {
                      "name": "Greater Invisibility",
                      "level": 4,
                      "url": "/api/2014/spells/greater-invisibility"
                    },
                    {
                      "name": "Ice Storm",
                      "level": 4,
                      "url": "/api/2014/spells/ice-storm"
                    },
                    {
                      "name": "Cone of Cold",
                      "level": 5,
                      "url": "/api/2014/spells/cone-of-cold"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Dagger",
                "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/mage.png",
            "url": "/api/2014/monsters/mage"
          },
          {
            "index": "magma-mephit",
            "name": "Magma Mephit",
            "size": "Small",
            "type": "elemental",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d6",
            "hit_points_roll": "5d6+5",
            "speed": {
              "walk": "30 ft.",
              "fly": "30 ft."
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [
              "cold"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Ignan, Terran",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Death Burst",
                "desc": "When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 11,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "False Appearance",
                "desc": "While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "dc": 10,
                  "spells": [
                    {
                      "name": "Heat Metal",
                      "level": 2,
                      "url": "/api/2014/spells/heat-metal",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+1"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 11,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/magma-mephit.png",
            "url": "/api/2014/monsters/magma-mephit"
          },
          {
            "index": "magmin",
            "name": "Magmin",
            "size": "Small",
            "type": "elemental",
            "alignment": "chaotic neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 9,
            "hit_dice": "2d6",
            "hit_points_roll": "2d6+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Ignan",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Death Burst",
                "desc": "When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 11,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Ignited Illumination",
                "desc": "As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft."
              }
            ],
            "actions": [
              {
                "name": "Touch",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/magmin.png",
            "url": "/api/2014/monsters/magmin"
          },
          {
            "index": "mammoth",
            "name": "Mammoth",
            "desc": "A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 126,
            "hit_dice": "11d12",
            "hit_points_roll": "11d12+55",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Trampling Charge",
                "desc": "If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d8+7"
                  }
                ]
              },
              {
                "name": "Stomp",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+7"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/mammoth.png",
            "url": "/api/2014/monsters/mammoth"
          },
          {
            "index": "manticore",
            "name": "Manticore",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 68,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+24",
            "speed": {
              "walk": "30 ft.",
              "fly": "50 ft."
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Tail Spike Regrowth",
                "desc": "The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Tail Spike",
                        "count": 3,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Tail Spike",
                "desc": "Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/manticore.png",
            "url": "/api/2014/monsters/manticore"
          },
          {
            "index": "marilith",
            "name": "Marilith",
            "size": "Large",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 189,
            "hit_dice": "18d10",
            "hit_points_roll": "18d10+90",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 13
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 16,
            "proficiency_bonus": 5,
            "xp": 15000,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The marilith has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The marilith's weapon attacks are magical."
              },
              {
                "name": "Reactive",
                "desc": "The marilith can take one reaction on every turn in combat."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The marilith can make seven attacks: six with its longswords and one with its tail.",
                "actions": [
                  {
                    "action_name": "Longsword",
                    "count": 6,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Teleport",
                "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/marilith.png",
            "url": "/api/2014/monsters/marilith"
          },
          {
            "index": "mastiff",
            "name": "Mastiff",
            "desc": "Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 5,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8+1",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 13,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/mastiff.png",
            "url": "/api/2014/monsters/mastiff"
          },
          {
            "index": "medusa",
            "name": "Medusa",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 127,
            "hit_dice": "17d8",
            "hit_points_roll": "17d8+51",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Common",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Petrifying Gaze",
                "desc": "When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.\nIf the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Snake Hair",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Shortsword",
                            "count": 2,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Snake Hair",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "4d6"
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/medusa.png",
            "url": "/api/2014/monsters/medusa"
          },
          {
            "index": "merfolk",
            "name": "Merfolk",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "merfolk",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "10 ft.",
              "swim": "40 ft."
            },
            "strength": 10,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 11,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Aquan, Common",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The merfolk can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/merfolk.png",
            "url": "/api/2014/monsters/merfolk"
          },
          {
            "index": "merrow",
            "name": "Merrow",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "walk": "10 ft.",
              "swim": "40 ft."
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 9,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Abyssal, Aquan",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The merrow can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The merrow makes two attacks: one with its bite and one with its claws or harpoon.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Harpoon",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Harpoon",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+4"
                  }
                ]
              },
              {
                "name": "Harpoon",
                "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/merrow.png",
            "url": "/api/2014/monsters/merrow"
          },
          {
            "index": "mimic",
            "name": "Mimic",
            "size": "Medium",
            "type": "monstrosity",
            "subtype": "shapechanger",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "15 ft."
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Adhesive (Object Form Only)",
                "desc": "The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage."
              },
              {
                "name": "False Appearance (Object Form Only)",
                "desc": "While the mimic remains motionless, it is indistinguishable from an ordinary object."
              },
              {
                "name": "Grappler",
                "desc": "The mimic has advantage on attack rolls against any creature grappled by it."
              }
            ],
            "actions": [
              {
                "name": "Pseudopod",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/mimic.png",
            "url": "/api/2014/monsters/mimic"
          },
          {
            "index": "minotaur",
            "name": "Minotaur",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 76,
            "hit_dice": "9d10",
            "hit_points_roll": "9d10+27",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 17
            },
            "languages": "Abyssal",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the minotaur moves at least 10 ft. 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 ft. away and knocked prone."
              },
              {
                "name": "Labyrinthine Recall",
                "desc": "The minotaur can perfectly recall any path it has traveled."
              },
              {
                "name": "Reckless",
                "desc": "At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."
              }
            ],
            "actions": [
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d12+4"
                  }
                ]
              },
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/minotaur.png",
            "url": "/api/2014/monsters/minotaur"
          },
          {
            "index": "minotaur-skeleton",
            "name": "Minotaur Skeleton",
            "size": "Large",
            "type": "undead",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 67,
            "hit_dice": "9d10",
            "hit_points_roll": "9d10+18",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "bludgeoning"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "understands Abyssal but can't speak",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the skeleton moves at least 10 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."
              }
            ],
            "actions": [
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d12+4"
                  }
                ]
              },
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/minotaur-skeleton.png",
            "url": "/api/2014/monsters/minotaur-skeleton"
          },
          {
            "index": "mule",
            "name": "Mule",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Beast of Burden",
                "desc": "The mule is considered to be a Large animal for the purpose of determining its carrying capacity."
              },
              {
                "name": "Sure-Footed",
                "desc": "The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
              }
            ],
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/mule.png",
            "url": "/api/2014/monsters/mule"
          },
          {
            "index": "mummy",
            "name": "Mummy",
            "size": "Medium",
            "type": "undead",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist.",
                "actions": [
                  {
                    "action_name": "Dreadful Glare",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Rotting Fist",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Rotting Fist",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  },
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Dreadful Glare",
                "desc": "The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 11,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/mummy.png",
            "url": "/api/2014/monsters/mummy"
          },
          {
            "index": "mummy-lord",
            "name": "Mummy Lord",
            "size": "Medium",
            "type": "undead",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 97,
            "hit_dice": "13d8",
            "hit_points_roll": "13d8+39",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "necrotic",
              "poison",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 15,
            "proficiency_bonus": 5,
            "xp": 13000,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The mummy lord has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Rejuvenation",
                "desc": "A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."
              },
              {
                "name": "Spellcasting",
                "desc": "The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n- Cantrips (at will): sacred flame, thaumaturgy\n- 1st level (4 slots): command, guiding bolt, shield of faith\n- 2nd level (3 slots): hold person, silence, spiritual weapon\n- 3rd level (3 slots): animate dead, dispel magic\n- 4th level (3 slots): divination, guardian of faith\n- 5th level (2 slots): contagion, insect plague\n- 6th level (1 slot): harm",
                "spellcasting": {
                  "level": 10,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 17,
                  "modifier": 9,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 2,
                    "6": 1
                  },
                  "spells": [
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Command",
                      "level": 1,
                      "url": "/api/2014/spells/command"
                    },
                    {
                      "name": "Guiding Bolt",
                      "level": 1,
                      "url": "/api/2014/spells/guiding-bolt"
                    },
                    {
                      "name": "Shield of Faith",
                      "level": 1,
                      "url": "/api/2014/spells/shield-of-faith"
                    },
                    {
                      "name": "Hold Person",
                      "level": 2,
                      "url": "/api/2014/spells/hold-person"
                    },
                    {
                      "name": "Silence",
                      "level": 2,
                      "url": "/api/2014/spells/silence"
                    },
                    {
                      "name": "Spiritual Weapon",
                      "level": 2,
                      "url": "/api/2014/spells/spiritual-weapon"
                    },
                    {
                      "name": "Animate Dead",
                      "level": 3,
                      "url": "/api/2014/spells/animate-dead"
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic"
                    },
                    {
                      "name": "Divination",
                      "level": 4,
                      "url": "/api/2014/spells/divination"
                    },
                    {
                      "name": "Guardian of Faith",
                      "level": 4,
                      "url": "/api/2014/spells/guardian-of-faith"
                    },
                    {
                      "name": "Contagion",
                      "level": 5,
                      "url": "/api/2014/spells/contagion"
                    },
                    {
                      "name": "Insect Plague",
                      "level": 5,
                      "url": "/api/2014/spells/insect-plague"
                    },
                    {
                      "name": "Harm",
                      "level": 6,
                      "url": "/api/2014/spells/harm"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist.",
                "actions": [
                  {
                    "action_name": "Dreadful Glare",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Rotting Fist",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Rotting Fist",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d6+4"
                  },
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "6d6"
                  }
                ]
              },
              {
                "name": "Dreadful Glare",
                "desc": "The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Attack",
                "desc": "The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."
              },
              {
                "name": "Blinding Dust",
                "desc": "Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Blasphemous Word (Costs 2 Actions)",
                "desc": "The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 16,
                  "success_type": "none"
                }
              },
              {
                "name": "Channel Negative Energy (Costs 2 Actions)",
                "desc": "The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."
              },
              {
                "name": "Whirlwind of Sand (Costs 2 Actions)",
                "desc": "The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession."
              }
            ],
            "image": "/api/images/monsters/mummy-lord.png",
            "url": "/api/2014/monsters/mummy-lord"
          },
          {
            "index": "nalfeshnee",
            "name": "Nalfeshnee",
            "size": "Large",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 184,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+96",
            "speed": {
              "walk": "20 ft.",
              "fly": "30 ft."
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 19,
            "wisdom": 12,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The nalfeshnee has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Horror Nimbus",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "5d10+5"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "3d6+5"
                  }
                ]
              },
              {
                "name": "Horror Nimbus",
                "desc": "The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 15,
                  "success_type": "none"
                }
              },
              {
                "name": "Teleport",
                "desc": "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
              }
            ],
            "image": "/api/images/monsters/nalfeshnee.png",
            "url": "/api/2014/monsters/nalfeshnee"
          },
          {
            "index": "night-hag",
            "name": "Night Hag",
            "size": "Medium",
            "type": "fiend",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 112,
            "hit_dice": "15d8",
            "hit_points_roll": "15d8+45",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 16
            },
            "languages": "Abyssal, Common, Infernal, Primordial",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 14,
                  "modifier": 6,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Magic Missile",
                      "level": 1,
                      "url": "/api/2014/spells/magic-missile",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Plane Shift",
                      "level": 7,
                      "notes": "Self Only",
                      "url": "/api/2014/spells/plane-shift",
                      "usage": {
                        "type": "per day",
                        "times": 2
                      }
                    },
                    {
                      "name": "Ray of Enfeeblement",
                      "level": 2,
                      "url": "/api/2014/spells/ray-of-enfeeblement",
                      "usage": {
                        "type": "per day",
                        "times": 2
                      }
                    },
                    {
                      "name": "Sleep",
                      "level": 1,
                      "url": "/api/2014/spells/sleep",
                      "usage": {
                        "type": "per day",
                        "times": 2
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The hag has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Night Hag Items",
                "desc": "A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."
              }
            ],
            "actions": [
              {
                "name": "Claws (Hag Form Only)",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Change Shape",
                "desc": "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
              },
              {
                "name": "Etherealness",
                "desc": "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."
              },
              {
                "name": "Nightmare Haunting",
                "desc": "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "image": "/api/images/monsters/night-hag.png",
            "url": "/api/2014/monsters/night-hag"
          },
          {
            "index": "nightmare",
            "name": "Nightmare",
            "size": "Large",
            "type": "fiend",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 68,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+24",
            "speed": {
              "walk": "60 ft.",
              "fly": "90 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "understands Abyssal, Common, and Infernal but can't speak",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Confer Fire Resistance",
                "desc": "The nightmare can grant resistance to fire damage to anyone riding it."
              },
              {
                "name": "Illumination",
                "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
              }
            ],
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Ethereal Stride",
                "desc": "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."
              }
            ],
            "image": "/api/images/monsters/nightmare.png",
            "url": "/api/2014/monsters/nightmare"
          },
          {
            "index": "noble",
            "name": "Noble",
            "desc": "**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.\n\nThe noble’s statistics can also be used to represent **courtiers** who aren’t of noble birth.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "breastplate",
                    "name": "Breastplate",
                    "url": "/api/2014/equipment/breastplate"
                  }
                ]
              }
            ],
            "hit_points": 9,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 12,
            "constitution": 11,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "any two languages",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Rapier",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Parry",
                "desc": "The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."
              }
            ],
            "image": "/api/images/monsters/noble.png",
            "url": "/api/2014/monsters/noble"
          },
          {
            "index": "ochre-jelly",
            "name": "Ochre Jelly",
            "size": "Large",
            "type": "ooze",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 8
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "walk": "10 ft.",
              "climb": "10 ft."
            },
            "strength": 15,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 6,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid"
            ],
            "damage_immunities": [
              "lightning",
              "slashing"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amorphous",
                "desc": "The jelly can move through a space as narrow as 1 inch wide without squeezing."
              },
              {
                "name": "Spider Climb",
                "desc": "The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              }
            ],
            "actions": [
              {
                "name": "Pseudopod",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+2"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Split",
                "desc": "When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly."
              }
            ],
            "image": "/api/images/monsters/ochre-jelly.png",
            "url": "/api/2014/monsters/ochre-jelly"
          },
          {
            "index": "octopus",
            "name": "Octopus",
            "size": "Small",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 3,
            "hit_dice": "1d6",
            "hit_points_roll": "1d6",
            "speed": {
              "walk": "5 ft.",
              "swim": "30 ft."
            },
            "strength": 4,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "While out of water, the octopus can hold its breath for 30 minutes."
              },
              {
                "name": "Underwater Camouflage",
                "desc": "The octopus has advantage on Dexterity (Stealth) checks made while underwater."
              },
              {
                "name": "Water Breathing",
                "desc": "The octopus can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Tentacles",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1"
                  }
                ]
              },
              {
                "name": "Ink Cloud",
                "desc": "A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                },
                "attack_bonus": 0
              }
            ],
            "image": "/api/images/monsters/octopus.png",
            "url": "/api/2014/monsters/octopus"
          },
          {
            "index": "ogre",
            "name": "Ogre",
            "size": "Large",
            "type": "giant",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 11,
                "armor": [
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  }
                ]
              }
            ],
            "hit_points": 59,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+21",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 7,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "Common, Giant",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Greatclub",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Javelin",
                "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ogre.png",
            "url": "/api/2014/monsters/ogre"
          },
          {
            "index": "ogre-zombie",
            "name": "Ogre Zombie",
            "size": "Large",
            "type": "undead",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 8
              }
            ],
            "hit_points": 85,
            "hit_dice": "9d10",
            "hit_points_roll": "9d10+36",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 19,
            "dexterity": 6,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 0,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "understands Common and Giant but can't speak",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Undead Fortitude",
                "desc": "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."
              }
            ],
            "actions": [
              {
                "name": "Morningstar",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/ogre-zombie.png",
            "url": "/api/2014/monsters/ogre-zombie"
          },
          {
            "index": "oni",
            "name": "Oni",
            "size": "Large",
            "type": "giant",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "chain-mail",
                    "name": "Chain Mail",
                    "url": "/api/2014/equipment/chain-mail"
                  }
                ]
              }
            ],
            "hit_points": 110,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+39",
            "speed": {
              "walk": "30 ft.",
              "fly": "30 ft."
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Common, Giant",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "special_abilities": [
              {
                "name": "Innate Spellcasting",
                "desc": "The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:\n\nAt will: darkness, invisibility\n1/day each: charm person, cone of cold, gaseous form, sleep",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 13,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Darkness",
                      "level": 2,
                      "url": "/api/2014/spells/darkness",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Charm Person",
                      "level": 1,
                      "url": "/api/2014/spells/charm-person",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Cone of Cold",
                      "level": 5,
                      "url": "/api/2014/spells/cone-of-cold",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Gaseous Form",
                      "level": 3,
                      "url": "/api/2014/spells/gaseous-form",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Sleep",
                      "level": 1,
                      "url": "/api/2014/spells/sleep",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Weapons",
                "desc": "The oni's weapon attacks are magical."
              },
              {
                "name": "Regeneration",
                "desc": "The oni regains 10 hit points at the start of its turn if it has at least 1 hit point."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The oni makes two attacks, either with its claws or its glaive.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Glaive",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Claw",
                        "desc": "If in Oni form",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "desc": "If in Oni form",
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Glaive",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Claw (Oni Form Only)",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Glaive",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Change Shape",
                "desc": "The oni magically polymorphs into a Small or Medium humanoid, 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 glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."
              }
            ],
            "image": "/api/images/monsters/oni.png",
            "url": "/api/2014/monsters/oni"
          },
          {
            "index": "orc",
            "name": "Orc",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "orc",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "armor": [
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  }
                ]
              }
            ],
            "hit_points": 15,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 7,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-intimidation",
                  "name": "Skill: Intimidation",
                  "url": "/api/2014/proficiencies/skill-intimidation"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Common, Orc",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Aggressive",
                "desc": "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."
              }
            ],
            "actions": [
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d12+3"
                  }
                ]
              },
              {
                "name": "Javelin",
                "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/orc.png",
            "url": "/api/2014/monsters/orc"
          },
          {
            "index": "otyugh",
            "name": "Otyugh",
            "size": "Large",
            "type": "aberration",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 114,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+48",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Otyugh",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Limited Telepathy",
                "desc": "The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The otyugh makes three attacks: one with its bite and two with its tentacles.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tentacle",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+3"
                  }
                ]
              },
              {
                "name": "Tentacle",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+3"
                  },
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Tentacle Slam",
                "desc": "The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "half"
                }
              }
            ],
            "image": "/api/images/monsters/otyugh.png",
            "url": "/api/2014/monsters/otyugh"
          },
          {
            "index": "owl",
            "name": "Owl",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "5 ft.",
              "fly": "60 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Flyby",
                "desc": "The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."
              },
              {
                "name": "Keen Hearing and Sight",
                "desc": "The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."
              }
            ],
            "actions": [
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/owl.png",
            "url": "/api/2014/monsters/owl"
          },
          {
            "index": "owlbear",
            "name": "Owlbear",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 59,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+21",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Keen Sight and Smell",
                "desc": "The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The owlbear makes two attacks: one with its beak and one with its claws.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+5"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/owlbear.png",
            "url": "/api/2014/monsters/owlbear"
          },
          {
            "index": "panther",
            "name": "Panther",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "50 ft.",
              "climb": "40 ft."
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The panther has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pounce",
                "desc": "If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 12,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/panther.png",
            "url": "/api/2014/monsters/panther"
          },
          {
            "index": "pegasus",
            "name": "Pegasus",
            "size": "Large",
            "type": "celestial",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 59,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+21",
            "speed": {
              "walk": "60 ft.",
              "fly": "90 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 16
            },
            "languages": "understands Celestial, Common, Elvish, and Sylvan but can't speak",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/pegasus.png",
            "url": "/api/2014/monsters/pegasus"
          },
          {
            "index": "phase-spider",
            "name": "Phase Spider",
            "desc": "A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 32,
            "hit_dice": "5d10",
            "hit_points_roll": "5d10+5",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft."
            },
            "strength": 15,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Ethereal Jaunt",
                "desc": "As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."
              },
              {
                "name": "Spider Climb",
                "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Walker",
                "desc": "The spider ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/phase-spider.png",
            "url": "/api/2014/monsters/phase-spider"
          },
          {
            "index": "pit-fiend",
            "name": "Pit Fiend",
            "size": "Large",
            "type": "fiend",
            "subtype": "devil",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 300,
            "hit_dice": "24d10",
            "hit_points_roll": "24d10+168",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 24,
            "proficiencies": [
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 13,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 14
            },
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": 20,
            "proficiency_bonus": 6,
            "xp": 25000,
            "special_abilities": [
              {
                "name": "Fear Aura",
                "desc": "Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 21,
                  "success_type": "none"
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The pit fiend has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The pit fiend's weapon attacks are magical."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:\nAt will: detect magic, fireball\n3/day each: hold monster, wall of fire",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 21,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Fireball",
                      "level": 3,
                      "url": "/api/2014/spells/fireball",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Hold Monster",
                      "level": 5,
                      "url": "/api/2014/spells/hold-monster",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Wall of Fire",
                      "level": 4,
                      "url": "/api/2014/spells/wall-of-fire",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Mace",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d6+8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+8"
                  }
                ]
              },
              {
                "name": "Mace",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+8"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d10+8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/pit-fiend.png",
            "url": "/api/2014/monsters/pit-fiend"
          },
          {
            "index": "planetar",
            "name": "Planetar",
            "size": "Large",
            "type": "celestial",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 200,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+112",
            "speed": {
              "walk": "40 ft.",
              "fly": "120 ft."
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 24,
            "intelligence": 19,
            "wisdom": 22,
            "charisma": 25,
            "proficiencies": [
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 11,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "radiant",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 21
            },
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": 16,
            "proficiency_bonus": 5,
            "xp": 15000,
            "special_abilities": [
              {
                "name": "Angelic Weapons",
                "desc": "The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack)."
              },
              {
                "name": "Divine Awareness",
                "desc": "The planetar knows if it hears a lie."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, flame strike, raise dead\n1/day each: commune, control weather, insect plague",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 20,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "notes": "Self Only",
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Blade Barrier",
                      "level": 6,
                      "url": "/api/2014/spells/blade-barrier",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Dispel Evil and Good",
                      "level": 5,
                      "url": "/api/2014/spells/dispel-evil-and-good",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Flame Strike",
                      "level": 5,
                      "url": "/api/2014/spells/flame-strike",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Raise Dead",
                      "level": 5,
                      "url": "/api/2014/spells/raise-dead",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Commune",
                      "level": 5,
                      "url": "/api/2014/spells/commune",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Control Weather",
                      "level": 8,
                      "url": "/api/2014/spells/control-weather",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Insect Plague",
                      "level": 5,
                      "url": "/api/2014/spells/insect-plague",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The planetar has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The planetar makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Greatsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatsword",
                "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.",
                "attack_bonus": 12,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "4d6+7"
                  },
                  {
                    "damage_type": {
                      "index": "radiant",
                      "name": "Radiant",
                      "url": "/api/2014/damage-types/radiant"
                    },
                    "damage_dice": "5d8"
                  }
                ]
              },
              {
                "name": "Healing Touch",
                "desc": "The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.",
                "usage": {
                  "type": "per day",
                  "times": 4
                }
              }
            ],
            "image": "/api/images/monsters/planetar.png",
            "url": "/api/2014/monsters/planetar"
          },
          {
            "index": "plesiosaurus",
            "name": "Plesiosaurus",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 68,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+24",
            "speed": {
              "walk": "20 ft.",
              "swim": "40 ft."
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Hold Breath",
                "desc": "The plesiosaurus can hold its breath for 1 hour."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/plesiosaurus.png",
            "url": "/api/2014/monsters/plesiosaurus"
          },
          {
            "index": "poisonous-snake",
            "name": "Poisonous Snake",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 2,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/poisonous-snake.png",
            "url": "/api/2014/monsters/poisonous-snake"
          },
          {
            "index": "polar-bear",
            "name": "Polar Bear",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 42,
            "hit_dice": "5d10",
            "hit_points_roll": "5d10+15",
            "speed": {
              "walk": "40 ft.",
              "swim": "30 ft."
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The bear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The bear makes two attacks: one with its bite and one with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+5"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/polar-bear.png",
            "url": "/api/2014/monsters/polar-bear"
          },
          {
            "index": "pony",
            "name": "Pony",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/pony.png",
            "url": "/api/2014/monsters/pony"
          },
          {
            "index": "priest",
            "name": "Priest",
            "desc": "Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.\n\nA priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "armor": [
                  {
                    "index": "chain-shirt",
                    "name": "Chain Shirt",
                    "url": "/api/2014/equipment/chain-shirt"
                  }
                ]
              }
            ],
            "hit_points": 27,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+5",
            "speed": {
              "walk": "25 ft."
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 13,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-medicine",
                  "name": "Skill: Medicine",
                  "url": "/api/2014/proficiencies/skill-medicine"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-religion",
                  "name": "Skill: Religion",
                  "url": "/api/2014/proficiencies/skill-religion"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "any two languages",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Divine Eminence",
                "desc": "As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st."
              },
              {
                "name": "Spellcasting",
                "desc": "The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n- Cantrips (at will): light, sacred flame, thaumaturgy\n- 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n- 2nd level (3 slots): lesser restoration, spiritual weapon\n- 3rd level (2 slots): dispel magic, spirit guardians",
                "spellcasting": {
                  "level": 5,
                  "ability": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc": 13,
                  "modifier": 5,
                  "components_required": [
                    "V",
                    "S",
                    "M"
                  ],
                  "school": "cleric",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 2
                  },
                  "spells": [
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light"
                    },
                    {
                      "name": "Sacred Flame",
                      "level": 0,
                      "url": "/api/2014/spells/sacred-flame"
                    },
                    {
                      "name": "Thaumaturgy",
                      "level": 0,
                      "url": "/api/2014/spells/thaumaturgy"
                    },
                    {
                      "name": "Cure Wounds",
                      "level": 1,
                      "url": "/api/2014/spells/cure-wounds"
                    },
                    {
                      "name": "Guiding Bolt",
                      "level": 1,
                      "url": "/api/2014/spells/guiding-bolt"
                    },
                    {
                      "name": "Sanctuary",
                      "level": 1,
                      "url": "/api/2014/spells/sanctuary"
                    },
                    {
                      "name": "Lesser Restoration",
                      "level": 2,
                      "url": "/api/2014/spells/lesser-restoration"
                    },
                    {
                      "name": "Spiritual Weapon",
                      "level": 2,
                      "url": "/api/2014/spells/spiritual-weapon"
                    },
                    {
                      "name": "Dispel Magic",
                      "level": 3,
                      "url": "/api/2014/spells/dispel-magic"
                    },
                    {
                      "name": "Spirit Guardians",
                      "level": 3,
                      "url": "/api/2014/spells/spirit-guardians"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Mace",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/priest.png",
            "url": "/api/2014/monsters/priest"
          },
          {
            "index": "pseudodragon",
            "name": "Pseudodragon",
            "size": "Tiny",
            "type": "dragon",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 7,
            "hit_dice": "2d4",
            "hit_points_roll": "2d4+2",
            "speed": {
              "walk": "15 ft.",
              "fly": "60 ft."
            },
            "strength": 6,
            "dexterity": 15,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "understands Common and Draconic but can't speak",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Senses",
                "desc": "The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell."
              },
              {
                "name": "Magic Resistance",
                "desc": "The pseudodragon has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Limited Telepathy",
                "desc": "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              },
              {
                "name": "Sting",
                "desc": "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 become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/pseudodragon.png",
            "url": "/api/2014/monsters/pseudodragon"
          },
          {
            "index": "purple-worm",
            "name": "Purple Worm",
            "size": "Gargantuan",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 247,
            "hit_dice": "15d20",
            "hit_points_roll": "15d20+90",
            "speed": {
              "walk": "50 ft.",
              "burrow": "30 ft."
            },
            "strength": 28,
            "dexterity": 7,
            "constitution": 22,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 11,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 15,
            "proficiency_bonus": 5,
            "xp": 13000,
            "special_abilities": [
              {
                "name": "Tunneler",
                "desc": "The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The worm makes two attacks: one with its bite and one with its stinger.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail Stinger",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 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 21 (6d6) acid damage at the start of each of the worm's turns.\nIf the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 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 20 feet of movement, exiting prone.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d8+9"
                  }
                ]
              },
              {
                "name": "Tail Stinger",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d6+9"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/purple-worm.png",
            "url": "/api/2014/monsters/purple-worm"
          },
          {
            "index": "quasit",
            "name": "Quasit",
            "size": "Tiny",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 7,
            "hit_dice": "3d4",
            "hit_points_roll": "3d4",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 5,
            "dexterity": 17,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "Abyssal, Common",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies."
              },
              {
                "name": "Magic Resistance",
                "desc": "The quasit has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Claw (Bite in Beast Form)",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              },
              {
                "name": "Scare",
                "desc": "One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.",
                "usage": {
                  "type": "per day",
                  "times": 1
                },
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              },
              {
                "name": "Invisibility",
                "desc": "The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."
              }
            ],
            "image": "/api/images/monsters/quasit.png",
            "url": "/api/2014/monsters/quasit"
          },
          {
            "index": "quipper",
            "name": "Quipper",
            "desc": "A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "swim": "40 ft."
            },
            "strength": 2,
            "dexterity": 16,
            "constitution": 9,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 2,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "desc": "The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points."
              },
              {
                "name": "Water Breathing",
                "desc": "The quipper can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/quipper.png",
            "url": "/api/2014/monsters/quipper"
          },
          {
            "index": "rakshasa",
            "name": "Rakshasa",
            "size": "Medium",
            "type": "fiend",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_dice": "13d8",
            "hit_points": 110,
            "hit_points_roll": "13d8+52",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 10,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              }
            ],
            "damage_vulnerabilities": [
              "piercing from magic weapons wielded by good creatures"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "Common, Infernal",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Limited Magic Immunity",
                "desc": "The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 18,
                  "modifier": 10,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Thoughts",
                      "level": 2,
                      "url": "/api/2014/spells/detect-thoughts",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Disguise Self",
                      "level": 1,
                      "url": "/api/2014/spells/disguise-self",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Minor Illusion",
                      "level": 0,
                      "url": "/api/2014/spells/minor-illusion",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Charm Person",
                      "level": 1,
                      "url": "/api/2014/spells/charm-person",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Major Image",
                      "level": 3,
                      "url": "/api/2014/spells/major-image",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Suggestion",
                      "level": 2,
                      "url": "/api/2014/spells/suggestion",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Dominate Person",
                      "level": 5,
                      "url": "/api/2014/spells/dominate-person",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Fly",
                      "level": 3,
                      "url": "/api/2014/spells/fly",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Plane Shift",
                      "level": 7,
                      "url": "/api/2014/spells/plane-shift",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "True Seeing",
                      "level": 6,
                      "url": "/api/2014/spells/true-seeing",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The rakshasa makes two claw attacks",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/rakshasa.png",
            "url": "/api/2014/monsters/rakshasa"
          },
          {
            "index": "rat",
            "name": "Rat",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 2,
            "dexterity": 11,
            "constitution": 9,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The rat has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                "attack_bonus": 0,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/rat.png",
            "url": "/api/2014/monsters/rat"
          },
          {
            "index": "raven",
            "name": "Raven",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "10 ft.",
              "fly": "50 ft."
            },
            "strength": 2,
            "dexterity": 14,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Mimicry",
                "desc": "The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check."
              }
            ],
            "actions": [
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/raven.png",
            "url": "/api/2014/monsters/raven"
          },
          {
            "index": "red-dragon-wyrmling",
            "name": "Red Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 75,
            "hit_dice": "10d8",
            "hit_points_roll": "10d8+30",
            "speed": {
              "walk": "30 ft.",
              "climb": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+4"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 13,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "7d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/red-dragon-wyrmling.png",
            "url": "/api/2014/monsters/red-dragon-wyrmling"
          },
          {
            "index": "reef-shark",
            "name": "Reef Shark",
            "desc": "Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+4",
            "speed": {
              "swim": "40 ft."
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Pack Tactics",
                "desc": "The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              },
              {
                "name": "Water Breathing",
                "desc": "The shark can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/reef-shark.png",
            "url": "/api/2014/monsters/reef-shark"
          },
          {
            "index": "remorhaz",
            "name": "Remorhaz",
            "size": "Huge",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 195,
            "hit_dice": "17d12",
            "hit_points_roll": "17d12+85",
            "speed": {
              "walk": "30 ft.",
              "burrow": "20 ft."
            },
            "strength": 24,
            "dexterity": 13,
            "constitution": 21,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold",
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Heated Body",
                "desc": "A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 11,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "6d10+7"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Swallow",
                "desc": "The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.\nIf the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."
              }
            ],
            "image": "/api/images/monsters/remorhaz.png",
            "url": "/api/2014/monsters/remorhaz"
          },
          {
            "index": "rhinoceros",
            "name": "Rhinoceros",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10+12",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."
              }
            ],
            "actions": [
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/rhinoceros.png",
            "url": "/api/2014/monsters/rhinoceros"
          },
          {
            "index": "riding-horse",
            "name": "Riding Horse",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 13,
            "hit_dice": "2d10",
            "hit_points_roll": "2d10+2",
            "speed": {
              "walk": "60 ft."
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/riding-horse.png",
            "url": "/api/2014/monsters/riding-horse"
          },
          {
            "index": "roc",
            "name": "Roc",
            "size": "Gargantuan",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 248,
            "hit_dice": "16d20",
            "hit_points_roll": "16d20+80",
            "speed": {
              "walk": "20 ft.",
              "fly": "120 ft."
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 11,
            "proficiency_bonus": 4,
            "xp": 7200,
            "special_abilities": [
              {
                "name": "Keen Sight",
                "desc": "The roc has advantage on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The roc makes two attacks: one with its beak and one with its talons.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Talons",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d8+9"
                  }
                ]
              },
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "4d6+9"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/roc.png",
            "url": "/api/2014/monsters/roc"
          },
          {
            "index": "roper",
            "name": "Roper",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 20
              }
            ],
            "hit_points": 93,
            "hit_dice": "11d10",
            "hit_points_roll": "11d10+33",
            "speed": {
              "walk": "10 ft.",
              "climb": "10 ft."
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 16,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 16
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."
              },
              {
                "name": "Grasping Tendrils",
                "desc": "The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it."
              },
              {
                "name": "Spider Climb",
                "desc": "The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.",
                "actions": [
                  {
                    "action_name": "Tendril",
                    "count": 4,
                    "type": "melee"
                  },
                  {
                    "action_name": "Reel",
                    "count": 1,
                    "type": "ability"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d8+4"
                  }
                ]
              },
              {
                "name": "Tendril",
                "desc": "Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.",
                "attack_bonus": 7
              },
              {
                "name": "Reel",
                "desc": "The roper pulls each creature grappled by it up to 25 ft. straight toward it."
              }
            ],
            "image": "/api/images/monsters/roper.png",
            "url": "/api/2014/monsters/roper"
          },
          {
            "index": "rug-of-smothering",
            "name": "Rug of Smothering",
            "size": "Large",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d10",
            "hit_points_roll": "6d10",
            "speed": {
              "walk": "10 ft."
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 3,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison",
              "psychic"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 6
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Antimagic Susceptibility",
                "desc": "The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
              },
              {
                "name": "Damage Transfer",
                "desc": "While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."
              },
              {
                "name": "False Appearance",
                "desc": "While the rug remains motionless, it is indistinguishable from a normal rug."
              }
            ],
            "actions": [
              {
                "name": "Smother",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.",
                "attack_bonus": 5
              }
            ],
            "image": "/api/images/monsters/rug-of-smothering.png",
            "url": "/api/2014/monsters/rug-of-smothering"
          },
          {
            "index": "rust-monster",
            "name": "Rust Monster",
            "size": "Medium",
            "type": "monstrosity",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 27,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+5",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 13,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Iron Scent",
                "desc": "The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it."
              },
              {
                "name": "Rust Metal",
                "desc": "Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+1"
                  }
                ]
              },
              {
                "name": "Antennae",
                "desc": "The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.\nIf the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait."
              }
            ],
            "image": "/api/images/monsters/rust-monster.png",
            "url": "/api/2014/monsters/rust-monster"
          },
          {
            "index": "saber-toothed-tiger",
            "name": "Saber-Toothed Tiger",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 52,
            "hit_dice": "7d10",
            "hit_points_roll": "7d10+14",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The tiger has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pounce",
                "desc": "If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+5"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+5"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/saber-toothed-tiger.png",
            "url": "/api/2014/monsters/saber-toothed-tiger"
          },
          {
            "index": "sahuagin",
            "name": "Sahuagin",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "sahuagin",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8+4",
            "speed": {
              "walk": "30 ft.",
              "swim": "40 ft."
            },
            "strength": 13,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 15
            },
            "languages": "Sahuagin",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "desc": "The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points."
              },
              {
                "name": "Limited Amphibiousness",
                "desc": "The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."
              },
              {
                "name": "Shark Telepathy",
                "desc": "The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Spear",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+1"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4+1"
                  }
                ]
              },
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6+1"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8+1"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/sahuagin.png",
            "url": "/api/2014/monsters/sahuagin"
          },
          {
            "index": "salamander",
            "name": "Salamander",
            "size": "Large",
            "type": "elemental",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 90,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+24",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 12,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "cold"
            ],
            "damage_resistances": [
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Ignan",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Heated Body",
                "desc": "A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Heated Weapons",
                "desc": "Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack)."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The salamander makes two attacks: one with its spear and one with its tail.",
                "actions": [
                  {
                    "action_name": "Spear",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "2d6+4"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "2d8+4"
                        }
                      ]
                    }
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/salamander.png",
            "url": "/api/2014/monsters/salamander"
          },
          {
            "index": "satyr",
            "name": "Satyr",
            "size": "Medium",
            "type": "fey",
            "alignment": "chaotic neutral",
            "armor_class": [
              {
                "type": "armor",
                "value": 14,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 31,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-performance",
                  "name": "Skill: Performance",
                  "url": "/api/2014/proficiencies/skill-performance"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The satyr has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Ram",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d4+1"
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Shortbow",
                "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/satyr.png",
            "url": "/api/2014/monsters/satyr"
          },
          {
            "index": "scorpion",
            "name": "Scorpion",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "10 ft."
            },
            "strength": 2,
            "dexterity": 11,
            "constitution": 8,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "actions": [
              {
                "name": "Sting",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/scorpion.png",
            "url": "/api/2014/monsters/scorpion"
          },
          {
            "index": "scout",
            "name": "Scout",
            "desc": "Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 16,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+3",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 11,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-nature",
                  "name": "Skill: Nature",
                  "url": "/api/2014/proficiencies/skill-nature"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-survival",
                  "name": "Skill: Survival",
                  "url": "/api/2014/proficiencies/skill-survival"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 15
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Keen Hearing and Sight",
                "desc": "The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The scout makes two melee attacks or two ranged attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Shortsword",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/scout.png",
            "url": "/api/2014/monsters/scout"
          },
          {
            "index": "sea-hag",
            "name": "Sea Hag",
            "size": "Medium",
            "type": "fey",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 52,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+21",
            "speed": {
              "walk": "30 ft.",
              "swim": "40 ft."
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 13,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 11
            },
            "languages": "Aquan, Common, Giant",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The hag can breathe air and water."
              },
              {
                "name": "Horrific Appearance",
                "desc": "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.\nUnless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag."
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Death Glare",
                "desc": "The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 11,
                  "success_type": "none"
                }
              },
              {
                "name": "Illusory Appearance",
                "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised."
              }
            ],
            "image": "/api/images/monsters/sea-hag.png",
            "url": "/api/2014/monsters/sea-hag"
          },
          {
            "index": "sea-horse",
            "name": "Sea Horse",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "swim": "20 ft."
            },
            "strength": 1,
            "dexterity": 12,
            "constitution": 8,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 0,
            "special_abilities": [
              {
                "name": "Water Breathing",
                "desc": "The sea horse can breathe only underwater."
              }
            ],
            "image": "/api/images/monsters/sea-horse.png",
            "url": "/api/2014/monsters/sea-horse"
          },
          {
            "index": "shadow",
            "name": "Shadow",
            "size": "Medium",
            "type": "undead",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 16,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+3",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [
              "radiant"
            ],
            "damage_resistances": [
              "acid",
              "cold",
              "fire",
              "lightning",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Amorphous",
                "desc": "The shadow can move through a space as narrow as 1 inch wide without squeezing."
              },
              {
                "name": "Shadow Stealth",
                "desc": "While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6."
              },
              {
                "name": "Sunlight Weakness",
                "desc": "While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."
              }
            ],
            "actions": [
              {
                "name": "Strength Drain",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\nIf a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "2d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/shadow.png",
            "url": "/api/2014/monsters/shadow"
          },
          {
            "index": "shambling-mound",
            "name": "Shambling Mound",
            "size": "Large",
            "type": "plant",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 136,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+48",
            "speed": {
              "walk": "20 ft.",
              "swim": "20 ft."
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire"
            ],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              }
            ],
            "senses": {
              "blindsight": "60 ft. (blind beyond this radius)",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Lightning Absorption",
                "desc": "Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  },
                  {
                    "action_name": "Engulf",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Engulf",
                "desc": "The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."
              }
            ],
            "image": "/api/images/monsters/shambling-mound.png",
            "url": "/api/2014/monsters/shambling-mound"
          },
          {
            "index": "shield-guardian",
            "name": "Shield Guardian",
            "size": "Large",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 142,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+60",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "understands commands given in any language but can't speak",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "special_abilities": [
              {
                "name": "Bound",
                "desc": "The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."
              },
              {
                "name": "Regeneration",
                "desc": "The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point."
              },
              {
                "name": "Spell Storing",
                "desc": "A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The guardian makes two fist attacks.",
                "actions": [
                  {
                    "action_name": "Fist",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Fist",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Shield",
                "desc": "When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."
              }
            ],
            "image": "/api/images/monsters/shield-guardian.png",
            "url": "/api/2014/monsters/shield-guardian"
          },
          {
            "index": "shrieker",
            "name": "Shrieker",
            "size": "Medium",
            "type": "plant",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 5
              }
            ],
            "hit_points": 13,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8",
            "speed": {
              "walk": "0 ft."
            },
            "strength": 1,
            "dexterity": 1,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 3,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "blindsight": "30 ft. (blind beyond this radius)",
              "passive_perception": 6
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the shrieker remains motionless, it is indistinguishable from an ordinary fungus."
              }
            ],
            "reactions": [
              {
                "name": "Shriek",
                "desc": "When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward"
              }
            ],
            "image": "/api/images/monsters/shrieker.png",
            "url": "/api/2014/monsters/shrieker"
          },
          {
            "index": "silver-dragon-wyrmling",
            "name": "Silver Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+18",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+4"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nCold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.\nParalyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Cold Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 13,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "cold",
                              "name": "Cold",
                              "url": "/api/2014/damage-types/cold"
                            },
                            "damage_dice": "4d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Paralyzing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 13,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/silver-dragon-wyrmling.png",
            "url": "/api/2014/monsters/silver-dragon-wyrmling"
          },
          {
            "index": "skeleton",
            "name": "Skeleton",
            "size": "Medium",
            "type": "undead",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "desc": "armor scraps"
              }
            ],
            "hit_points": 13,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+4",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "bludgeoning"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "understands all languages it spoke in life but can't speak",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Shortbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/skeleton.png",
            "url": "/api/2014/monsters/skeleton"
          },
          {
            "index": "solar",
            "name": "Solar",
            "size": "Large",
            "type": "celestial",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 21
              }
            ],
            "hit_points": 243,
            "hit_dice": "18d10",
            "hit_points_roll": "18d10+144",
            "speed": {
              "walk": "50 ft.",
              "fly": "150 ft."
            },
            "strength": 26,
            "dexterity": 22,
            "constitution": 26,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "proficiencies": [
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 17,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "radiant",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "truesight": "120 ft.",
              "passive_perception": 24
            },
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": 21,
            "proficiency_bonus": 7,
            "xp": 33000,
            "special_abilities": [
              {
                "name": "Angelic Weapons",
                "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."
              },
              {
                "name": "Divine Awareness",
                "desc": "The solar knows if it hears a lie."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, resurrection\n1/day each: commune, control weather",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 25,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Invisibility",
                      "level": 2,
                      "notes": "Self Only",
                      "url": "/api/2014/spells/invisibility",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Blade Barrier",
                      "level": 6,
                      "url": "/api/2014/spells/blade-barrier",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Dispel Evil and Good",
                      "level": 5,
                      "url": "/api/2014/spells/dispel-evil-and-good",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Resurrection",
                      "level": 7,
                      "url": "/api/2014/spells/resurrection",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Commune",
                      "level": 5,
                      "url": "/api/2014/spells/commune",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Control Weather",
                      "level": 8,
                      "url": "/api/2014/spells/control-weather",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The solar has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The solar makes two greatsword attacks.",
                "actions": [
                  {
                    "action_name": "Greatsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatsword",
                "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.",
                "attack_bonus": 15,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "4d6+8"
                  },
                  {
                    "damage_type": {
                      "index": "radiant",
                      "name": "Radiant",
                      "url": "/api/2014/damage-types/radiant"
                    },
                    "damage_dice": "6d8"
                  }
                ]
              },
              {
                "name": "Slaying Longbow",
                "desc": "Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.",
                "attack_bonus": 13,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d8+6"
                  },
                  {
                    "damage_type": {
                      "index": "radiant",
                      "name": "Radiant",
                      "url": "/api/2014/damage-types/radiant"
                    },
                    "damage_dice": "6d8"
                  }
                ]
              },
              {
                "name": "Flying Sword",
                "desc": "The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."
              },
              {
                "name": "Healing Touch",
                "desc": "The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.",
                "usage": {
                  "type": "per day",
                  "times": 4
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Teleport",
                "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see."
              },
              {
                "name": "Searing Burst (Costs 2 Actions)",
                "desc": "The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 23,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "4d6"
                  },
                  {
                    "damage_type": {
                      "index": "radiant",
                      "name": "Radiant",
                      "url": "/api/2014/damage-types/radiant"
                    },
                    "damage_dice": "4d6"
                  }
                ]
              },
              {
                "name": "Blinding Gaze (Costs 3 Actions)",
                "desc": "The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 15,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/solar.png",
            "url": "/api/2014/monsters/solar"
          },
          {
            "index": "specter",
            "name": "Specter",
            "size": "Medium",
            "type": "undead",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "0 ft.",
              "fly": "50 ft.",
              "hover": true
            },
            "strength": 1,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 11,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "cold",
              "fire",
              "lightning",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "understands all languages it knew in life but can't speak",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Incorporeal Movement",
                "desc": "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
              },
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Life Drain",
                "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/specter.png",
            "url": "/api/2014/monsters/specter"
          },
          {
            "index": "spider",
            "name": "Spider",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 2,
            "dexterity": 14,
            "constitution": 8,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Spider Climb",
                "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Sense",
                "desc": "While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."
              },
              {
                "name": "Web Walker",
                "desc": "The spider ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/spider.png",
            "url": "/api/2014/monsters/spider"
          },
          {
            "index": "spirit-naga",
            "name": "Spirit Naga",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 75,
            "hit_dice": "10d10",
            "hit_points_roll": "10d10+20",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Abyssal, Common",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Rejuvenation",
                "desc": "If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."
              },
              {
                "name": "Spellcasting",
                "desc": "The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n- Cantrips (at will): mage hand, minor illusion, ray of frost\n- 1st level (4 slots): charm person, detect magic, sleep\n- 2nd level (3 slots): detect thoughts, hold person\n- 3rd level (3 slots): lightning bolt, water breathing\n- 4th level (3 slots): blight, dimension door\n- 5th level (2 slots): dominate person",
                "spellcasting": {
                  "level": 10,
                  "ability": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "dc": 14,
                  "modifier": 6,
                  "components_required": [
                    "V"
                  ],
                  "school": "wizard",
                  "slots": {
                    "1": 4,
                    "2": 3,
                    "3": 3,
                    "4": 3,
                    "5": 2
                  },
                  "spells": [
                    {
                      "name": "Mage Hand",
                      "level": 0,
                      "url": "/api/2014/spells/mage-hand"
                    },
                    {
                      "name": "Minor Illusion",
                      "level": 0,
                      "url": "/api/2014/spells/minor-illusion"
                    },
                    {
                      "name": "Ray of Frost",
                      "level": 0,
                      "url": "/api/2014/spells/ray-of-frost"
                    },
                    {
                      "name": "Charm Person",
                      "level": 1,
                      "url": "/api/2014/spells/charm-person"
                    },
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic"
                    },
                    {
                      "name": "Sleep",
                      "level": 1,
                      "url": "/api/2014/spells/sleep"
                    },
                    {
                      "name": "Detect Thoughts",
                      "level": 2,
                      "url": "/api/2014/spells/detect-thoughts"
                    },
                    {
                      "name": "Hold Person",
                      "level": 2,
                      "url": "/api/2014/spells/hold-person"
                    },
                    {
                      "name": "Lightning Bolt",
                      "level": 3,
                      "url": "/api/2014/spells/lightning-bolt"
                    },
                    {
                      "name": "Water Breathing",
                      "level": 3,
                      "url": "/api/2014/spells/water-breathing"
                    },
                    {
                      "name": "Blight",
                      "level": 4,
                      "url": "/api/2014/spells/blight"
                    },
                    {
                      "name": "Dimension Door",
                      "level": 4,
                      "url": "/api/2014/spells/dimension-door"
                    },
                    {
                      "name": "Dominate Person",
                      "level": 5,
                      "url": "/api/2014/spells/dominate-person"
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/spirit-naga.png",
            "url": "/api/2014/monsters/spirit-naga"
          },
          {
            "index": "sprite",
            "name": "Sprite",
            "size": "Tiny",
            "type": "fey",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "armor",
                "value": 15,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "10 ft.",
              "fly": "40 ft."
            },
            "strength": 3,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "actions": [
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1"
                  }
                ]
              },
              {
                "name": "Shortbow",
                "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              },
              {
                "name": "Heart Sight",
                "desc": "The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.",
                "dc": {
                  "dc_type": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              },
              {
                "name": "Invisibility",
                "desc": "The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
              }
            ],
            "image": "/api/images/monsters/sprite.png",
            "url": "/api/2014/monsters/sprite"
          },
          {
            "index": "spy",
            "name": "Spy",
            "desc": "Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 27,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-investigation",
                  "name": "Skill: Investigation",
                  "url": "/api/2014/proficiencies/skill-investigation"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 16
            },
            "languages": "any two languages",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Cunning Action",
                "desc": "On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action."
              },
              {
                "name": "Sneak Attack (1/Turn)",
                "desc": "The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The spy makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Shortsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Hand Crossbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/spy.png",
            "url": "/api/2014/monsters/spy"
          },
          {
            "index": "steam-mephit",
            "name": "Steam Mephit",
            "size": "Small",
            "type": "elemental",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 21,
            "hit_dice": "6d6",
            "hit_points_roll": "6d6",
            "speed": {
              "walk": "30 ft.",
              "fly": "30 ft."
            },
            "strength": 5,
            "dexterity": 11,
            "constitution": 10,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 12,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Aquan, Ignan",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Death Burst",
                "desc": "When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.",
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 11,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Blur",
                      "level": 2,
                      "url": "/api/2014/spells/blur",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d4"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Steam Breath",
                "desc": "The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 10,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/steam-mephit.png",
            "url": "/api/2014/monsters/steam-mephit"
          },
          {
            "index": "stirge",
            "name": "Stirge",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 2,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4",
            "speed": {
              "walk": "10 ft.",
              "fly": "40 ft."
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "actions": [
              {
                "name": "Blood Drain",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.\nThe stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/stirge.png",
            "url": "/api/2014/monsters/stirge"
          },
          {
            "index": "stone-giant",
            "name": "Stone Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 126,
            "hit_dice": "11d12",
            "hit_points_roll": "11d12+55",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 23,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 12,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Giant",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "special_abilities": [
              {
                "name": "Stone Camouflage",
                "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two greatclub attacks.",
                "actions": [
                  {
                    "action_name": "Greatclub",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatclub",
                "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d8+6"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+6"
                  }
                ]
              }
            ],
            "reactions": [
              {
                "name": "Rock Catching",
                "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
              }
            ],
            "image": "/api/images/monsters/stone-giant.png",
            "url": "/api/2014/monsters/stone-giant"
          },
          {
            "index": "stone-golem",
            "name": "Stone Golem",
            "size": "Large",
            "type": "construct",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 178,
            "hit_dice": "17d10",
            "hit_points_roll": "17d10+85",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison",
              "psychic",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 10
            },
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "special_abilities": [
              {
                "name": "Immutable Form",
                "desc": "The golem is immune to any spell or effect that would alter its form."
              },
              {
                "name": "Magic Resistance",
                "desc": "The golem has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The golem's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The golem makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d8+6"
                  }
                ]
              },
              {
                "name": "Slow",
                "desc": "The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/stone-golem.png",
            "url": "/api/2014/monsters/stone-golem"
          },
          {
            "index": "storm-giant",
            "name": "Storm Giant",
            "size": "Huge",
            "type": "giant",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "armor",
                "value": 16,
                "armor": [
                  {
                    "index": "scale-mail",
                    "name": "Scale Mail",
                    "url": "/api/2014/equipment/scale-mail"
                  }
                ]
              }
            ],
            "hit_points": 230,
            "hit_dice": "20d12",
            "hit_points_roll": "20d12+100",
            "speed": {
              "walk": "50 ft.",
              "swim": "50 ft."
            },
            "strength": 29,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 14,
                "proficiency": {
                  "index": "saving-throw-str",
                  "name": "Saving Throw: STR",
                  "url": "/api/2014/proficiencies/saving-throw-str"
                }
              },
              {
                "value": 10,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 14,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold"
            ],
            "damage_immunities": [
              "lightning",
              "thunder"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 19
            },
            "languages": "Common, Giant",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The giant can breathe air and water."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, feather fall, levitate, light\n3/day each: control weather, water breathing",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 17,
                  "components_required": [
                    "V",
                    "S"
                  ],
                  "spells": [
                    {
                      "name": "Detect Magic",
                      "level": 1,
                      "url": "/api/2014/spells/detect-magic",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Feather Fall",
                      "level": 1,
                      "url": "/api/2014/spells/feather-fall",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Levitate",
                      "level": 2,
                      "url": "/api/2014/spells/levitate",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Light",
                      "level": 0,
                      "url": "/api/2014/spells/light",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Control Weather",
                      "level": 8,
                      "url": "/api/2014/spells/control-weather",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    },
                    {
                      "name": "Water Breathing",
                      "level": 3,
                      "url": "/api/2014/spells/water-breathing",
                      "usage": {
                        "type": "per day",
                        "times": 3
                      }
                    }
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The giant makes two greatsword attacks.",
                "actions": [
                  {
                    "action_name": "Greatsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greatsword",
                "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "6d6+9"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.",
                "attack_bonus": 14,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d12+9"
                  }
                ]
              },
              {
                "name": "Lightning Strike",
                "desc": "The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 17,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "12d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/storm-giant.png",
            "url": "/api/2014/monsters/storm-giant"
          },
          {
            "index": "succubus-incubus",
            "name": "Succubus/Incubus",
            "size": "Medium",
            "type": "fiend",
            "subtype": "shapechanger",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 66,
            "hit_dice": "12d8",
            "hit_points_roll": "12d8+12",
            "speed": {
              "walk": "30 ft.",
              "fly": "60 ft."
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 13,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "poison",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "Abyssal, Common, Infernal, telepathy 60 ft.",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Telepathic Bond",
                "desc": "The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence."
              },
              {
                "name": "Shapechanger",
                "desc": "The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              }
            ],
            "actions": [
              {
                "name": "Claw (Fiend Form Only)",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Charm",
                "desc": "One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, 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 this fiend's Charm for the next 24 hours.\nThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 15,
                  "success_type": "none"
                }
              },
              {
                "name": "Draining Kiss",
                "desc": "The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                "damage": [
                  {
                    "damage_type": {
                      "index": "psychic",
                      "name": "Psychic",
                      "url": "/api/2014/damage-types/psychic"
                    },
                    "damage_dice": "5d10+5"
                  }
                ]
              },
              {
                "name": "Etherealness",
                "desc": "The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."
              }
            ],
            "image": "/api/images/monsters/succubus-incubus.png",
            "url": "/api/2014/monsters/succubus-incubus"
          },
          {
            "index": "swarm-of-bats",
            "name": "Swarm of Bats",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "0 ft.",
              "fly": "30 ft."
            },
            "strength": 5,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 4,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "60 ft.",
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Echolocation",
                "desc": "The swarm can't use its blindsight while deafened."
              },
              {
                "name": "Keen Hearing",
                "desc": "The swarm has advantage on Wisdom (Perception) checks that rely on hearing."
              },
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-bats.png",
            "url": "/api/2014/monsters/swarm-of-bats"
          },
          {
            "index": "swarm-of-beetles",
            "name": "Swarm of Beetles",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "20 ft.",
              "burrow": "5 ft.",
              "climb": "20 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-beetles.png",
            "url": "/api/2014/monsters/swarm-of-beetles"
          },
          {
            "index": "swarm-of-centipedes",
            "name": "Swarm of Centipedes",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.\nA creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-centipedes.png",
            "url": "/api/2014/monsters/swarm-of-centipedes"
          },
          {
            "index": "swarm-of-insects",
            "name": "Swarm of Insects",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-insects.png",
            "url": "/api/2014/monsters/swarm-of-insects"
          },
          {
            "index": "swarm-of-poisonous-snakes",
            "name": "Swarm of Poisonous Snakes",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 14
              }
            ],
            "hit_points": 36,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8",
            "speed": {
              "walk": "30 ft.",
              "swim": "30 ft."
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-poisonous-snakes.png",
            "url": "/api/2014/monsters/swarm-of-poisonous-snakes"
          },
          {
            "index": "swarm-of-quippers",
            "name": "Swarm of Quippers",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 28,
            "hit_dice": "8d8",
            "hit_points_roll": "8d8-8",
            "speed": {
              "walk": "0 ft.",
              "swim": "40 ft."
            },
            "strength": 13,
            "dexterity": 16,
            "constitution": 9,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 2,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "desc": "The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."
              },
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points."
              },
              {
                "name": "Water Breathing",
                "desc": "The swarm can breathe only underwater."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +5 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 hit points or fewer.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-quippers.png",
            "url": "/api/2014/monsters/swarm-of-quippers"
          },
          {
            "index": "swarm-of-rats",
            "name": "Swarm of Rats",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 24,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8-7",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 9,
            "dexterity": 11,
            "constitution": 9,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 3,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "darkvision": "30 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The swarm has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-rats.png",
            "url": "/api/2014/monsters/swarm-of-rats"
          },
          {
            "index": "swarm-of-ravens",
            "name": "Swarm of Ravens",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 24,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8-7",
            "speed": {
              "walk": "10 ft.",
              "fly": "50 ft."
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 8,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "passive_perception": 15
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Beaks",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-ravens.png",
            "url": "/api/2014/monsters/swarm-of-ravens"
          },
          {
            "index": "swarm-of-spiders",
            "name": "Swarm of Spiders",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "20 ft.",
              "climb": "20 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
              },
              {
                "name": "Spider Climb",
                "desc": "The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Web Sense",
                "desc": "While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web."
              },
              {
                "name": "Web Walker",
                "desc": "The swarm ignores movement restrictions caused by webbing."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-spiders.png",
            "url": "/api/2014/monsters/swarm-of-spiders"
          },
          {
            "index": "swarm-of-wasps",
            "name": "Swarm of Wasps",
            "size": "Medium",
            "type": "swarm of Tiny beasts",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 22,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8",
            "speed": {
              "walk": "5 ft.",
              "fly": "30 ft."
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "bludgeoning",
              "piercing",
              "slashing"
            ],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "stunned",
                "name": "Stunned",
                "url": "/api/2014/conditions/stunned"
              }
            ],
            "senses": {
              "blindsight": "10 ft.",
              "passive_perception": 8
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Swarm",
                "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
              }
            ],
            "actions": [
              {
                "name": "Bites",
                "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/swarm-of-wasps.png",
            "url": "/api/2014/monsters/swarm-of-wasps"
          },
          {
            "index": "tarrasque",
            "name": "Tarrasque",
            "size": "Gargantuan",
            "type": "monstrosity",
            "subtype": "titan",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 25
              }
            ],
            "hit_points": 676,
            "hit_dice": "33d20",
            "hit_points_roll": "33d20+330",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 30,
            "dexterity": 11,
            "constitution": 30,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-int",
                  "name": "Saving Throw: INT",
                  "url": "/api/2014/proficiencies/saving-throw-int"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire",
              "poison",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "120 ft.",
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 30,
            "proficiency_bonus": 9,
            "xp": 155000,
            "special_abilities": [
              {
                "name": "Legendary Resistance",
                "desc": "If the tarrasque fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The tarrasque has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Reflective Carapace",
                "desc": "Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target."
              },
              {
                "name": "Siege Monster",
                "desc": "The tarrasque deals double damage to objects and structures."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Frightful Presence",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Horns",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Frightful Presence",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Swallow",
                            "desc": "If the target is grappled",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 2,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Horns",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tail",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 19,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d12+10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.",
                "attack_bonus": 19,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "4d8+10"
                  }
                ]
              },
              {
                "name": "Horns",
                "desc": "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.",
                "attack_bonus": 19,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d10+10"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.",
                "attack_bonus": 19,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d6+10"
                  }
                ]
              },
              {
                "name": "Frightful Presence",
                "desc": "Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              },
              {
                "name": "Swallow",
                "desc": "The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.\nIf the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone."
              }
            ],
            "legendary_actions": [
              {
                "name": "Attack",
                "desc": "The tarrasque makes one claw attack or tail attack."
              },
              {
                "name": "Move",
                "desc": "The tarrasque moves up to half its speed."
              },
              {
                "name": "Chomp (Costs 2 Actions)",
                "desc": "The tarrasque makes one bite attack or uses its Swallow."
              }
            ],
            "image": "/api/images/monsters/tarrasque.png",
            "url": "/api/2014/monsters/tarrasque"
          },
          {
            "index": "thug",
            "name": "Thug",
            "desc": "Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any non-good alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 11,
                "armor": [
                  {
                    "index": "leather-armor",
                    "name": "Leather Armor",
                    "url": "/api/2014/equipment/leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 32,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+10",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 11,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-intimidation",
                  "name": "Skill: Intimidation",
                  "url": "/api/2014/proficiencies/skill-intimidation"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Pack Tactics",
                "desc": "The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The thug makes two melee attacks.",
                "actions": [
                  {
                    "action_name": "Mace",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Mace",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Heavy Crossbow",
                "desc": "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/thug.png",
            "url": "/api/2014/monsters/thug"
          },
          {
            "index": "tiger",
            "name": "Tiger",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 37,
            "hit_dice": "5d10",
            "hit_points_roll": "5d10+10",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 1,
            "proficiency_bonus": 2,
            "xp": 200,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The tiger has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Pounce",
                "desc": "If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 13,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/tiger.png",
            "url": "/api/2014/monsters/tiger"
          },
          {
            "index": "treant",
            "name": "Treant",
            "size": "Huge",
            "type": "plant",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 138,
            "hit_dice": "12d12",
            "hit_points_roll": "12d12+60",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 23,
            "dexterity": 8,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 12,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "fire"
            ],
            "damage_resistances": [
              "bludgeoning",
              "piercing"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the treant remains motionless, it is indistinguishable from a normal tree."
              },
              {
                "name": "Siege Monster",
                "desc": "The treant deals double damage to objects and structures."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The treant makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d6+6"
                  }
                ]
              },
              {
                "name": "Rock",
                "desc": "Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "4d10+6"
                  }
                ]
              },
              {
                "name": "Animate Trees",
                "desc": "The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "image": "/api/images/monsters/treant.png",
            "url": "/api/2014/monsters/treant"
          },
          {
            "index": "tribal-warrior",
            "name": "Tribal Warrior",
            "desc": "Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 12,
                "armor": [
                  {
                    "index": "hide-armor",
                    "name": "Hide Armor",
                    "url": "/api/2014/equipment/hide-armor"
                  }
                ]
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 13,
            "dexterity": 11,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 8,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "any one language",
            "challenge_rating": 0.125,
            "proficiency_bonus": 2,
            "xp": 25,
            "special_abilities": [
              {
                "name": "Pack Tactics",
                "desc": "The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6+1"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8+1"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/tribal-warrior.png",
            "url": "/api/2014/monsters/tribal-warrior"
          },
          {
            "index": "triceratops",
            "name": "Triceratops",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 95,
            "hit_dice": "10d12",
            "hit_points_roll": "10d12+30",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 10
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Trampling Charge",
                "desc": "If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Gore",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d8+6"
                  }
                ]
              },
              {
                "name": "Stomp",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d10+6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/triceratops.png",
            "url": "/api/2014/monsters/triceratops"
          },
          {
            "index": "troll",
            "name": "Troll",
            "size": "Large",
            "type": "giant",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 84,
            "hit_dice": "8d10",
            "hit_points_roll": "8d10+40",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 9,
            "charisma": 7,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "Giant",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Keen Smell",
                "desc": "The troll has advantage on Wisdom (Perception) checks that rely on smell."
              },
              {
                "name": "Regeneration",
                "desc": "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The troll makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+4"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/troll.png",
            "url": "/api/2014/monsters/troll"
          },
          {
            "index": "tyrannosaurus-rex",
            "name": "Tyrannosaurus Rex",
            "size": "Huge",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 136,
            "hit_dice": "13d12",
            "hit_points_roll": "13d12+52",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 9,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Tail",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "4d12+7"
                  }
                ]
              },
              {
                "name": "Tail",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "3d8+7"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/tyrannosaurus-rex.png",
            "url": "/api/2014/monsters/tyrannosaurus-rex"
          },
          {
            "index": "unicorn",
            "name": "Unicorn",
            "size": "Large",
            "type": "celestial",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 67,
            "hit_dice": "9d10",
            "hit_points_roll": "9d10+18",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 17,
            "charisma": 16,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Charge",
                "desc": "If the unicorn moves at least 20 ft. 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."
              },
              {
                "name": "Innate Spellcasting",
                "desc": "The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle",
                "spellcasting": {
                  "ability": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "dc": 14,
                  "components_required": [],
                  "spells": [
                    {
                      "name": "Detect Evil and Good",
                      "level": 1,
                      "url": "/api/2014/spells/detect-evil-and-good",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Druidcraft",
                      "level": 0,
                      "url": "/api/2014/spells/druidcraft",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Pass Without Trace",
                      "level": 2,
                      "url": "/api/2014/spells/pass-without-trace",
                      "usage": {
                        "type": "at will"
                      }
                    },
                    {
                      "name": "Calm Emotions",
                      "level": 2,
                      "url": "/api/2014/spells/calm-emotions",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Dispel Evil and Good",
                      "level": 5,
                      "url": "/api/2014/spells/dispel-evil-and-good",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    },
                    {
                      "name": "Entangle",
                      "level": 1,
                      "url": "/api/2014/spells/entangle",
                      "usage": {
                        "type": "per day",
                        "times": 1
                      }
                    }
                  ]
                }
              },
              {
                "name": "Magic Resistance",
                "desc": "The unicorn has advantage on saving throws against spells and other magical effects."
              },
              {
                "name": "Magic Weapons",
                "desc": "The unicorn's weapon attacks are magical."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The unicorn makes two attacks: one with its hooves and one with its horn.",
                "actions": [
                  {
                    "action_name": "Hooves",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Horn",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Horn",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Healing Touch",
                "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Teleport",
                "desc": "The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Hooves",
                "desc": "The unicorn makes one attack with its hooves."
              },
              {
                "name": "Shimmering Shield (Costs 2 Actions)",
                "desc": "The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."
              },
              {
                "name": "Heal Self (Costs 3 Actions)",
                "desc": "The unicorn magically regains 11 (2d8 + 2) hit points."
              }
            ],
            "image": "/api/images/monsters/unicorn.png",
            "url": "/api/2014/monsters/unicorn"
          },
          {
            "index": "vampire-vampire",
            "name": "Vampire, Vampire Form",
            "size": "Medium",
            "type": "undead",
            "subtype": "shapechanger",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 144,
            "hit_dice": "17d8",
            "hit_points_roll": "17d8+68",
            "speed": {
              "walk": "30 ft."
            },
            "forms": [
              {
                "index": "vampire-bat",
                "name": "Vampire, Bat Form",
                "url": "/api/2014/monsters/vampire-bat"
              },
              {
                "index": "vampire-mist",
                "name": "Vampire, Mist Form",
                "url": "/api/2014/monsters/vampire-mist"
              }
            ],
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the vampire fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Misty Escape",
                "desc": "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."
              },
              {
                "name": "Regeneration",
                "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
              },
              {
                "name": "Spider Climb",
                "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Vampire Weaknesses",
                "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The vampire makes two attacks, only one of which can be a bite attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Unarmed Strike (Vampire Form Only)",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite (Bat or Vampire Form Only)",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "action",
                        "action_name": "Unarmed Strike (Vampire Form Only)",
                        "count": 2,
                        "type": "melee"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Unarmed Strike",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d8+4"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+4"
                  },
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Charm",
                "desc": "The vampire targets one humanoid it can see within 30 ft. 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 bit attack.\nEach 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.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              },
              {
                "name": "Children of the Night",
                "desc": "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.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Move",
                "desc": "The vampire moves up to its speed without provoking opportunity attacks.",
                "attack_bonus": 0
              },
              {
                "name": "Unarmed Strike",
                "desc": "The vampire makes one unarmed strike.",
                "attack_bonus": 0
              },
              {
                "name": "Bite (Costs 2 Actions)",
                "desc": "The vampire makes one bite attack.",
                "attack_bonus": 0
              }
            ],
            "image": "/api/images/monsters/vampire-vampire.png",
            "url": "/api/2014/monsters/vampire-vampire"
          },
          {
            "index": "vampire-bat",
            "name": "Vampire, Bat Form",
            "size": "Medium",
            "type": "undead",
            "subtype": "shapechanger",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 144,
            "hit_dice": "17d8",
            "hit_points_roll": "17d8+68",
            "speed": {
              "walk": "5 ft.",
              "fly": "30 ft."
            },
            "forms": [
              {
                "index": "vampire-vampire",
                "name": "Vampire, Vampire Form",
                "url": "/api/2014/monsters/vampire-vampire"
              },
              {
                "index": "vampire-mist",
                "name": "Vampire, Mist Form",
                "url": "/api/2014/monsters/vampire-mist"
              }
            ],
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the vampire fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Misty Escape",
                "desc": "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."
              },
              {
                "name": "Regeneration",
                "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
              },
              {
                "name": "Spider Climb",
                "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Vampire Weaknesses",
                "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+4"
                  },
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "3d6"
                  }
                ]
              },
              {
                "name": "Charm",
                "desc": "The vampire targets one humanoid it can see within 30 ft. 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 bit attack.\nEach 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.",
                "dc": {
                  "dc_type": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "dc_value": 17,
                  "success_type": "none"
                }
              },
              {
                "name": "Children of the Night",
                "desc": "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.",
                "usage": {
                  "type": "per day",
                  "times": 1
                }
              }
            ],
            "legendary_actions": [
              {
                "name": "Move",
                "desc": "The vampire moves up to its speed without provoking opportunity attacks.",
                "attack_bonus": 0
              },
              {
                "name": "Unarmed Strike",
                "desc": "The vampire makes one unarmed strike.",
                "attack_bonus": 0
              },
              {
                "name": "Bite (Costs 2 Actions)",
                "desc": "The vampire makes one bite attack.",
                "attack_bonus": 0
              }
            ],
            "image": "/api/images/monsters/vampire-bat.png",
            "url": "/api/2014/monsters/vampire-bat"
          },
          {
            "index": "vampire-mist",
            "name": "Vampire, Mist Form",
            "size": "Medium",
            "type": "undead",
            "subtype": "shapechanger",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 144,
            "hit_dice": "17d8",
            "hit_points_roll": "17d8+68",
            "speed": {
              "fly": "20 ft."
            },
            "forms": [
              {
                "index": "vampire-vampire",
                "name": "Vampire, Vampire Form",
                "url": "/api/2014/monsters/vampire-vampire"
              },
              {
                "index": "vampire-bat",
                "name": "Vampire, Bat Form",
                "url": "/api/2014/monsters/vampire-bat"
              }
            ],
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "proficiencies": [
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 13,
            "proficiency_bonus": 5,
            "xp": 10000,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."
              },
              {
                "name": "Legendary Resistance",
                "desc": "If the vampire fails a saving throw, it can choose to succeed instead.",
                "usage": {
                  "type": "per day",
                  "times": 3
                }
              },
              {
                "name": "Misty Escape",
                "desc": "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."
              },
              {
                "name": "Regeneration",
                "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
              },
              {
                "name": "Spider Climb",
                "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Vampire Weaknesses",
                "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
              }
            ],
            "actions": [],
            "legendary_actions": [
              {
                "name": "Move",
                "desc": "The vampire moves up to its speed without provoking opportunity attacks.",
                "attack_bonus": 0
              },
              {
                "name": "Unarmed Strike",
                "desc": "The vampire makes one unarmed strike.",
                "attack_bonus": 0
              },
              {
                "name": "Bite (Costs 2 Actions)",
                "desc": "The vampire makes one bite attack.",
                "attack_bonus": 0
              }
            ],
            "image": "/api/images/monsters/vampire-mist.png",
            "url": "/api/2014/monsters/vampire-mist"
          },
          {
            "index": "vampire-spawn",
            "name": "Vampire Spawn",
            "size": "Medium",
            "type": "undead",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 82,
            "hit_dice": "11d8",
            "hit_points_roll": "11d8+33",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Regeneration",
                "desc": "The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
              },
              {
                "name": "Spider Climb",
                "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
              },
              {
                "name": "Vampire Weaknesses",
                "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The vampire makes two attacks, only one of which can be a bite attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Claws",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 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 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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  },
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/vampire-spawn.png",
            "url": "/api/2014/monsters/vampire-spawn"
          },
          {
            "index": "veteran",
            "name": "Veteran",
            "desc": "Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "any race",
            "alignment": "any alignment",
            "armor_class": [
              {
                "type": "armor",
                "value": 17,
                "armor": [
                  {
                    "index": "splint-armor",
                    "name": "Splint Armor",
                    "url": "/api/2014/equipment/splint-armor"
                  }
                ]
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-athletics",
                  "name": "Skill: Athletics",
                  "url": "/api/2014/proficiencies/skill-athletics"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "any one language (usually Common)",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.",
                "actions": [
                  {
                    "action_name": "Longsword",
                    "count": 2,
                    "type": "melee"
                  },
                  {
                    "action_name": "Shortsword",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+3"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+3"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Heavy Crossbow",
                "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/veteran.png",
            "url": "/api/2014/monsters/veteran"
          },
          {
            "index": "violet-fungus",
            "name": "Violet Fungus",
            "size": "Medium",
            "type": "plant",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 5
              }
            ],
            "hit_points": 18,
            "hit_dice": "4d8",
            "hit_points_roll": "4d8",
            "speed": {
              "walk": "5 ft."
            },
            "strength": 3,
            "dexterity": 1,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 3,
            "charisma": 1,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "blinded",
                "name": "Blinded",
                "url": "/api/2014/conditions/blinded"
              },
              {
                "index": "frightened",
                "name": "Frightened",
                "url": "/api/2014/conditions/frightened"
              }
            ],
            "senses": {
              "blindsight": "30 ft. (blind beyond this radius)",
              "passive_perception": 6
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "False Appearance",
                "desc": "While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The fungus makes 1d4 Rotting Touch attacks.",
                "actions": [
                  {
                    "action_name": "Rotting Touch",
                    "count": "1d4",
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Rotting Touch",
                "desc": "Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/violet-fungus.png",
            "url": "/api/2014/monsters/violet-fungus"
          },
          {
            "index": "vrock",
            "name": "Vrock",
            "size": "Large",
            "type": "fiend",
            "subtype": "demon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 15
              }
            ],
            "hit_points": 104,
            "hit_dice": "11d10",
            "hit_points_roll": "11d10+44",
            "speed": {
              "walk": "40 ft.",
              "fly": "60 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "cold",
              "fire",
              "lightning",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 11
            },
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Magic Resistance",
                "desc": "The vrock has advantage on saving throws against spells and other magical effects."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The vrock makes two attacks: one with its beak and one with its talons.",
                "actions": [
                  {
                    "action_name": "Beak",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Talons",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Talons",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d10+3"
                  }
                ]
              },
              {
                "name": "Spores",
                "desc": "A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 6
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              },
              {
                "name": "Stunning Screech",
                "desc": "The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .",
                "usage": {
                  "type": "per day",
                  "times": 1
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "image": "/api/images/monsters/vrock.png",
            "url": "/api/2014/monsters/vrock"
          },
          {
            "index": "vulture",
            "name": "Vulture",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 5,
            "hit_dice": "1d8",
            "hit_points_roll": "1d8+1",
            "speed": {
              "walk": "10 ft.",
              "fly": "50 ft."
            },
            "strength": 7,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 4,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Sight and Smell",
                "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Beak",
                "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.",
                "attack_bonus": 2,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/vulture.png",
            "url": "/api/2014/monsters/vulture"
          },
          {
            "index": "warhorse",
            "name": "Warhorse",
            "size": "Large",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 19,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+3",
            "speed": {
              "walk": "60 ft."
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 11
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Trampling Charge",
                "desc": "If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/warhorse.png",
            "url": "/api/2014/monsters/warhorse"
          },
          {
            "index": "warhorse-skeleton",
            "name": "Warhorse Skeleton",
            "size": "Large",
            "type": "undead",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 13,
                "desc": "barding scraps"
              }
            ],
            "hit_points": 22,
            "hit_dice": "3d10",
            "hit_points_roll": "3d10+6",
            "speed": {
              "walk": "60 ft."
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 5,
            "proficiencies": [],
            "damage_vulnerabilities": [
              "bludgeoning"
            ],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 9
            },
            "languages": "",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "actions": [
              {
                "name": "Hooves",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/warhorse-skeleton.png",
            "url": "/api/2014/monsters/warhorse-skeleton"
          },
          {
            "index": "water-elemental",
            "name": "Water Elemental",
            "size": "Large",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 14
              }
            ],
            "hit_points": 114,
            "hit_dice": "12d10",
            "hit_points_roll": "12d10+48",
            "speed": {
              "walk": "30 ft.",
              "swim": "90 ft."
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 10
            },
            "languages": "Aquan",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Water Form",
                "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
              },
              {
                "name": "Freeze",
                "desc": "If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The elemental makes two slam attacks.",
                "actions": [
                  {
                    "action_name": "Slam",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Whelm",
                "desc": "Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\nThe elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 4
                },
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 15,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/water-elemental.png",
            "url": "/api/2014/monsters/water-elemental"
          },
          {
            "index": "weasel",
            "name": "Weasel",
            "size": "Tiny",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 1,
            "hit_dice": "1d4",
            "hit_points_roll": "1d4-1",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 3,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 3,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0,
            "proficiency_bonus": 2,
            "xp": 10,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/weasel.png",
            "url": "/api/2014/monsters/weasel"
          },
          {
            "index": "werebear-bear",
            "name": "Werebear, Bear Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 135,
            "hit_dice": "18d8",
            "forms": [
              {
                "index": "werebear-human",
                "name": "Werebear, Human Form",
                "url": "/api/2014/monsters/werebear-human"
              },
              {
                "index": "werebear-hybrid",
                "name": "Werebear, Hybrid Form",
                "url": "/api/2014/monsters/werebear-hybrid"
              }
            ],
            "hit_points_roll": "18d8+54",
            "speed": {
              "walk": "40 ft.",
              "climb": "30 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 17
            },
            "languages": "",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The werebear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werebear-bear.png",
            "url": "/api/2014/monsters/werebear-bear"
          },
          {
            "index": "werebear-human",
            "name": "Werebear, Human Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 135,
            "hit_dice": "18d8",
            "forms": [
              {
                "index": "werebear-bear",
                "name": "Werebear, Bear Form",
                "url": "/api/2014/monsters/werebear-bear"
              },
              {
                "index": "werebear-hybrid",
                "name": "Werebear, Hybrid Form",
                "url": "/api/2014/monsters/werebear-hybrid"
              }
            ],
            "hit_points_roll": "18d8+54",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 17
            },
            "languages": "Common",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The werebear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.",
                "actions": [
                  {
                    "action_name": "Greataxe",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d12+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werebear-human.png",
            "url": "/api/2014/monsters/werebear-human"
          },
          {
            "index": "werebear-hybrid",
            "name": "Werebear, Hybrid Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral good",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 135,
            "hit_dice": "18d8",
            "forms": [
              {
                "index": "werebear-bear",
                "name": "Werebear, Bear Form",
                "url": "/api/2014/monsters/werebear-bear"
              },
              {
                "index": "werebear-human",
                "name": "Werebear, Human Form",
                "url": "/api/2014/monsters/werebear-human"
              }
            ],
            "hit_points_roll": "18d8+54",
            "speed": {
              "walk": "40 ft.",
              "climb": "30 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 17
            },
            "languages": "Common",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The werebear has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Claw",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Greataxe",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Greataxe",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claw",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Greataxe",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d12+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werebear-hybrid.png",
            "url": "/api/2014/monsters/werebear-hybrid"
          },
          {
            "index": "wereboar-boar",
            "name": "Wereboar, Boar Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 78,
            "hit_dice": "12d8",
            "forms": [
              {
                "index": "wereboar-human",
                "name": "Wereboar, Human Form",
                "url": "/api/2014/monsters/wereboar-human"
              },
              {
                "index": "wereboar-hybrid",
                "name": "Wereboar, Hybrid Form",
                "url": "/api/2014/monsters/wereboar-hybrid"
              }
            ],
            "hit_points_roll": "12d8+24",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Charge (Boar or Hybrid Form Only)",
                "desc": "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."
              },
              {
                "name": "Relentless",
                "desc": "If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Tusks",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wereboar-boar.png",
            "url": "/api/2014/monsters/wereboar-boar"
          },
          {
            "index": "wereboar-human",
            "name": "Wereboar, Human Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 10
              }
            ],
            "hit_points": 78,
            "hit_dice": "12d8",
            "forms": [
              {
                "index": "wereboar-boar",
                "name": "Wereboar, Boar Form",
                "url": "/api/2014/monsters/wereboar-boar"
              },
              {
                "index": "wereboar-hybrid",
                "name": "Wereboar, Hybrid Form",
                "url": "/api/2014/monsters/wereboar-hybrid"
              }
            ],
            "hit_points_roll": "12d8+24",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Common (can't speak in boar form)",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Relentless",
                "desc": "If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The wereboar makes two attacks, only one of which can be with its tusks.",
                "actions": [
                  {
                    "action_name": "Maul",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Maul",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wereboar-human.png",
            "url": "/api/2014/monsters/wereboar-human"
          },
          {
            "index": "wereboar-hybrid",
            "name": "Wereboar, Hybrid Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 11
              }
            ],
            "hit_points": 78,
            "hit_dice": "12d8",
            "forms": [
              {
                "index": "wereboar-boar",
                "name": "Wereboar, Boar Form",
                "url": "/api/2014/monsters/wereboar-boar"
              },
              {
                "index": "wereboar-human",
                "name": "Wereboar, Human Form",
                "url": "/api/2014/monsters/wereboar-human"
              }
            ],
            "hit_points_roll": "12d8+24",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Common",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Charge (Boar or Hybrid Form Only)",
                "desc": "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."
              },
              {
                "name": "Relentless",
                "desc": "If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.",
                "usage": {
                  "type": "recharge after rest",
                  "rest_types": [
                    "short",
                    "long"
                  ]
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The wereboar makes two attacks, only one of which can be with its tusks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Maul",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Maul",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Tusks",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Maul",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              },
              {
                "name": "Tusks",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wereboar-hybrid.png",
            "url": "/api/2014/monsters/wereboar-hybrid"
          },
          {
            "index": "wererat-human",
            "name": "Wererat, Human Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d8",
            "forms": [
              {
                "index": "wererat-hybrid",
                "name": "Wererat, Hybrid Form",
                "url": "/api/2014/monsters/wererat-hybrid"
              },
              {
                "index": "wererat-rat",
                "name": "Wererat, Rat Form",
                "url": "/api/2014/monsters/wererat-rat"
              }
            ],
            "hit_points_roll": "6d8+6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Common",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The wererat has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The wererat makes two attacks, only one of which can be a bite.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Shortsword",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Hand Crossbow",
                        "count": 2,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Shortsword",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Hand Crossbow",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Hand Crossbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wererat-human.png",
            "url": "/api/2014/monsters/wererat-human"
          },
          {
            "index": "wererat-hybrid",
            "name": "Wererat, Hybrid Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d8",
            "forms": [
              {
                "index": "wererat-human",
                "name": "Wererat, Human Form",
                "url": "/api/2014/monsters/wererat-human"
              },
              {
                "index": "wererat-rat",
                "name": "Wererat, Rat Form",
                "url": "/api/2014/monsters/wererat-rat"
              }
            ],
            "hit_points_roll": "6d8+6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 12
            },
            "languages": "Common",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The wererat has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The wererat makes two attacks, only one of which can be a bite.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Shortsword",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Hand Crossbow",
                        "count": 2,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Shortsword",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Hand Crossbow",
                            "count": 1,
                            "type": "ranged"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Shortsword",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Hand Crossbow",
                            "count": 1,
                            "type": "ranged"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              },
              {
                "name": "Shortsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Hand Crossbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wererat-hybrid.png",
            "url": "/api/2014/monsters/wererat-hybrid"
          },
          {
            "index": "wererat-rat",
            "name": "Wererat, Rat Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 33,
            "hit_dice": "6d8",
            "forms": [
              {
                "index": "wererat-human",
                "name": "Wererat, Human Form",
                "url": "/api/2014/monsters/wererat-human"
              },
              {
                "index": "wererat-hybrid",
                "name": "Wererat, Hybrid Form",
                "url": "/api/2014/monsters/wererat-hybrid"
              }
            ],
            "hit_points_roll": "6d8+6",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Smell",
                "desc": "The wererat has advantage on Wisdom (Perception) checks that rely on smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wererat-rat.png",
            "url": "/api/2014/monsters/wererat-rat"
          },
          {
            "index": "weretiger-human",
            "name": "Weretiger, Human Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 120,
            "hit_dice": "16d8",
            "forms": [
              {
                "index": "weretiger-hybrid",
                "name": "Weretiger, Hybrid Form",
                "url": "/api/2014/monsters/weretiger-hybrid"
              },
              {
                "index": "weretiger-tiger",
                "name": "Weretiger, Tiger Form",
                "url": "/api/2014/monsters/weretiger-tiger"
              }
            ],
            "hit_points_roll": "16d8+48",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "Common",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Scimitar",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/weretiger-human.png",
            "url": "/api/2014/monsters/weretiger-human"
          },
          {
            "index": "weretiger-hybrid",
            "name": "Weretiger, Hybrid Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "dex",
                "value": 12
              }
            ],
            "hit_points": 120,
            "hit_dice": "16d8",
            "forms": [
              {
                "index": "weretiger-human",
                "name": "Weretiger, Human Form",
                "url": "/api/2014/monsters/weretiger-human"
              },
              {
                "index": "weretiger-tiger",
                "name": "Weretiger, Tiger Form",
                "url": "/api/2014/monsters/weretiger-tiger"
              }
            ],
            "hit_points_roll": "16d8+48",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "Common",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pounce",
                "desc": "If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Scimitar",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Claw",
                        "count": 2,
                        "type": "melee"
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              },
              {
                "name": "Scimitar",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/weretiger-hybrid.png",
            "url": "/api/2014/monsters/weretiger-hybrid"
          },
          {
            "index": "weretiger-tiger",
            "name": "Weretiger, Tiger Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 120,
            "hit_dice": "16d8",
            "forms": [
              {
                "index": "weretiger-human",
                "name": "Weretiger, Human Form",
                "url": "/api/2014/monsters/weretiger-human"
              },
              {
                "index": "weretiger-hybrid",
                "name": "Weretiger, Hybrid Form",
                "url": "/api/2014/monsters/weretiger-hybrid"
              }
            ],
            "hit_points_roll": "16d8+48",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 15
            },
            "languages": "",
            "challenge_rating": 4,
            "proficiency_bonus": 2,
            "xp": 1100,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pounce",
                "desc": "If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.",
                "dc": {
                  "dc_type": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "dc_value": 14,
                  "success_type": "none"
                }
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d8+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/weretiger-tiger.png",
            "url": "/api/2014/monsters/weretiger-tiger"
          },
          {
            "index": "werewolf-human",
            "name": "Werewolf, Human Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 11
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "forms": [
              {
                "index": "werewolf-hybrid",
                "name": "Werewolf, Hybrid Form",
                "url": "/api/2014/monsters/werewolf-hybrid"
              },
              {
                "index": "werewolf-wolf",
                "name": "Werewolf, Wolf Form",
                "url": "/api/2014/monsters/werewolf-wolf"
              }
            ],
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "Common",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).",
                "actions": [
                  {
                    "action_name": "Spear",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Spear",
                "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d6+2"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "piercing",
                            "name": "Piercing",
                            "url": "/api/2014/damage-types/piercing"
                          },
                          "damage_dice": "1d8+2"
                        }
                      ]
                    }
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werewolf-human.png",
            "url": "/api/2014/monsters/werewolf-human"
          },
          {
            "index": "werewolf-hybrid",
            "name": "Werewolf, Hybrid Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "forms": [
              {
                "index": "werewolf-human",
                "name": "Werewolf, Human Form",
                "url": "/api/2014/monsters/werewolf-human"
              },
              {
                "index": "werewolf-wolf",
                "name": "Werewolf, Wolf Form",
                "url": "/api/2014/monsters/werewolf-wolf"
              }
            ],
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "Common",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claws",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werewolf-hybrid.png",
            "url": "/api/2014/monsters/werewolf-hybrid"
          },
          {
            "index": "werewolf-wolf",
            "name": "Werewolf, Wolf Form",
            "size": "Medium",
            "type": "humanoid",
            "subtype": "human",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 12
              }
            ],
            "hit_points": 58,
            "hit_dice": "9d8",
            "forms": [
              {
                "index": "werewolf-human",
                "name": "Werewolf, Human Form",
                "url": "/api/2014/monsters/werewolf-human"
              },
              {
                "index": "werewolf-hybrid",
                "name": "Werewolf, Hybrid Form",
                "url": "/api/2014/monsters/werewolf-hybrid"
              }
            ],
            "hit_points_roll": "9d8+18",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 10,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Shapechanger",
                "desc": "The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
              },
              {
                "name": "Keen Hearing and Smell",
                "desc": "The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/werewolf-wolf.png",
            "url": "/api/2014/monsters/werewolf-wolf"
          },
          {
            "index": "white-dragon-wyrmling",
            "name": "White Dragon Wyrmling",
            "size": "Medium",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 16
              }
            ],
            "hit_points": 32,
            "hit_dice": "5d8",
            "hit_points_roll": "5d8+10",
            "speed": {
              "walk": "30 ft.",
              "burrow": "15 ft.",
              "fly": "60 ft.",
              "swim": "30 ft."
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 2,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "10 ft.",
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Draconic",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d10+2"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "1d4"
                  }
                ]
              },
              {
                "name": "Cold Breath",
                "desc": "The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 12,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "5d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/white-dragon-wyrmling.png",
            "url": "/api/2014/monsters/white-dragon-wyrmling"
          },
          {
            "index": "wight",
            "name": "Wight",
            "size": "Medium",
            "type": "undead",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "armor",
                "value": 14,
                "armor": [
                  {
                    "index": "studded-leather-armor",
                    "name": "Studded Leather Armor",
                    "url": "/api/2014/equipment/studded-leather-armor"
                  }
                ]
              }
            ],
            "hit_points": 45,
            "hit_dice": "6d8",
            "hit_points_roll": "6d8+18",
            "speed": {
              "walk": "30 ft."
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "necrotic",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 13
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "action",
                        "action_name": "Longsword",
                        "count": 2,
                        "type": "melee"
                      },
                      {
                        "option_type": "action",
                        "action_name": "Longbow",
                        "count": 2,
                        "type": "ranged"
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Life Drain",
                            "count": 1,
                            "type": "ability"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Longsword",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Life Drain",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "1d6+2"
                  }
                ]
              },
              {
                "name": "Longsword",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "choose": 1,
                    "type": "damage",
                    "from": {
                      "option_set_type": "options_array",
                      "options": [
                        {
                          "option_type": "damage",
                          "notes": "One handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d8+2"
                        },
                        {
                          "option_type": "damage",
                          "notes": "Two handed",
                          "damage_type": {
                            "index": "slashing",
                            "name": "Slashing",
                            "url": "/api/2014/damage-types/slashing"
                          },
                          "damage_dice": "1d10+2"
                        }
                      ]
                    }
                  }
                ]
              },
              {
                "name": "Longbow",
                "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "1d8+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wight.png",
            "url": "/api/2014/monsters/wight"
          },
          {
            "index": "will-o-wisp",
            "name": "Will-o'-Wisp",
            "size": "Tiny",
            "type": "undead",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 19
              }
            ],
            "hit_points": 22,
            "hit_dice": "9d4",
            "hit_points_roll": "9d4",
            "speed": {
              "walk": "0 ft.",
              "fly": "50 ft.",
              "hover": true
            },
            "strength": 1,
            "dexterity": 28,
            "constitution": 10,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 11,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "cold",
              "fire",
              "necrotic",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons"
            ],
            "damage_immunities": [
              "lightning",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              },
              {
                "index": "unconscious",
                "name": "Unconscious",
                "url": "/api/2014/conditions/unconscious"
              }
            ],
            "senses": {
              "darkvision": "120 ft.",
              "passive_perception": 12
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 2,
            "proficiency_bonus": 2,
            "xp": 450,
            "special_abilities": [
              {
                "name": "Consume Life",
                "desc": "As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.",
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 10,
                  "success_type": "none"
                }
              },
              {
                "name": "Ephemeral",
                "desc": "The will-o'-wisp can't wear or carry anything."
              },
              {
                "name": "Incorporeal Movement",
                "desc": "The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
              },
              {
                "name": "Variable Illumination",
                "desc": "The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action."
              }
            ],
            "actions": [
              {
                "name": "Shock",
                "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "2d8"
                  }
                ]
              },
              {
                "name": "Invisibility",
                "desc": "The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell)."
              }
            ],
            "image": "/api/images/monsters/will-o-wisp.png",
            "url": "/api/2014/monsters/will-o-wisp"
          },
          {
            "index": "winter-wolf",
            "name": "Winter Wolf",
            "desc": "The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 75,
            "hit_dice": "10d10",
            "hit_points_roll": "10d10+20",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 15
            },
            "languages": "Common, Giant, Winter Wolf",
            "challenge_rating": 3,
            "proficiency_bonus": 2,
            "xp": 700,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              },
              {
                "name": "Snow Camouflage",
                "desc": "The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "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.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Cold Breath",
                "desc": "The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 12,
                  "success_type": "none"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "4d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/winter-wolf.png",
            "url": "/api/2014/monsters/winter-wolf"
          },
          {
            "index": "wolf",
            "name": "Wolf",
            "size": "Medium",
            "type": "beast",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 11,
            "hit_dice": "2d8",
            "hit_points_roll": "2d8+2",
            "speed": {
              "walk": "40 ft."
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "passive_perception": 13
            },
            "languages": "",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              },
              {
                "name": "Pack Tactics",
                "desc": "The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.",
                "attack_bonus": 4,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d4+2"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wolf.png",
            "url": "/api/2014/monsters/wolf"
          },
          {
            "index": "worg",
            "name": "Worg",
            "desc": "A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.",
            "size": "Large",
            "type": "monstrosity",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 26,
            "hit_dice": "4d10",
            "hit_points_roll": "4d10+4",
            "speed": {
              "walk": "50 ft."
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 7,
            "wisdom": 11,
            "charisma": 8,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "Goblin, Worg",
            "challenge_rating": 0.5,
            "proficiency_bonus": 2,
            "xp": 100,
            "special_abilities": [
              {
                "name": "Keen Hearing and Smell",
                "desc": "The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell."
              }
            ],
            "actions": [
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.",
                "attack_bonus": 5,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/worg.png",
            "url": "/api/2014/monsters/worg"
          },
          {
            "index": "wraith",
            "name": "Wraith",
            "size": "Medium",
            "type": "undead",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 13
              }
            ],
            "hit_points": 67,
            "hit_dice": "9d8",
            "hit_points_roll": "9d8+27",
            "speed": {
              "walk": "0 ft.",
              "fly": "60 ft.",
              "hover": true
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "proficiencies": [],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "acid",
              "cold",
              "fire",
              "lightning",
              "thunder",
              "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
            ],
            "damage_immunities": [
              "necrotic",
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "charmed",
                "name": "Charmed",
                "url": "/api/2014/conditions/charmed"
              },
              {
                "index": "exhaustion",
                "name": "Exhaustion",
                "url": "/api/2014/conditions/exhaustion"
              },
              {
                "index": "grappled",
                "name": "Grappled",
                "url": "/api/2014/conditions/grappled"
              },
              {
                "index": "paralyzed",
                "name": "Paralyzed",
                "url": "/api/2014/conditions/paralyzed"
              },
              {
                "index": "petrified",
                "name": "Petrified",
                "url": "/api/2014/conditions/petrified"
              },
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              },
              {
                "index": "prone",
                "name": "Prone",
                "url": "/api/2014/conditions/prone"
              },
              {
                "index": "restrained",
                "name": "Restrained",
                "url": "/api/2014/conditions/restrained"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 12
            },
            "languages": "the languages it knew in life",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Incorporeal Movement",
                "desc": "The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
              },
              {
                "name": "Sunlight Sensitivity",
                "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
              }
            ],
            "actions": [
              {
                "name": "Life Drain",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "necrotic",
                      "name": "Necrotic",
                      "url": "/api/2014/damage-types/necrotic"
                    },
                    "damage_dice": "4d8+3"
                  }
                ]
              },
              {
                "name": "Create Specter",
                "desc": "The 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 wraith's control. The wraith can have no more than seven specters under its control at one time."
              }
            ],
            "image": "/api/images/monsters/wraith.png",
            "url": "/api/2014/monsters/wraith"
          },
          {
            "index": "wyvern",
            "name": "Wyvern",
            "size": "Large",
            "type": "dragon",
            "alignment": "unaligned",
            "armor_class": [
              {
                "type": "natural",
                "value": 13
              }
            ],
            "hit_points": 110,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+39",
            "speed": {
              "walk": "20 ft.",
              "fly": "80 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 6,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 14
            },
            "languages": "",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "action_options",
                "desc": "The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.",
                "action_options": {
                  "choose": 1,
                  "type": "action",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Stinger",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Bite",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      },
                      {
                        "option_type": "multiple",
                        "items": [
                          {
                            "option_type": "action",
                            "action_name": "Stinger",
                            "count": 1,
                            "type": "melee"
                          },
                          {
                            "option_type": "action",
                            "action_name": "Claws",
                            "count": 1,
                            "type": "melee"
                          }
                        ]
                      }
                    ]
                  }
                }
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Claws",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d8+4"
                  }
                ]
              },
              {
                "name": "Stinger",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/wyvern.png",
            "url": "/api/2014/monsters/wyvern"
          },
          {
            "index": "xorn",
            "name": "Xorn",
            "size": "Medium",
            "type": "elemental",
            "alignment": "neutral",
            "armor_class": [
              {
                "type": "natural",
                "value": 19
              }
            ],
            "hit_points": 73,
            "hit_dice": "7d8",
            "hit_points_roll": "7d8+42",
            "speed": {
              "walk": "20 ft.",
              "burrow": "20 ft."
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 11,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [
              "piercing and slashing from nonmagical weapons that aren't adamantine"
            ],
            "damage_immunities": [],
            "condition_immunities": [],
            "senses": {
              "darkvision": "60 ft.",
              "tremorsense": "60 ft.",
              "passive_perception": 16
            },
            "languages": "Terran",
            "challenge_rating": 5,
            "proficiency_bonus": 3,
            "xp": 1800,
            "special_abilities": [
              {
                "name": "Earth Glide",
                "desc": "The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."
              },
              {
                "name": "Stone Camouflage",
                "desc": "The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
              },
              {
                "name": "Treasure Sense",
                "desc": "The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The xorn makes three claw attacks and one bite attack.",
                "actions": [
                  {
                    "action_name": "Claw",
                    "count": 3,
                    "type": "melee"
                  },
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "3d6+3"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                "attack_bonus": 6,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "1d6+3"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/xorn.png",
            "url": "/api/2014/monsters/xorn"
          },
          {
            "index": "young-black-dragon",
            "name": "Young Black Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 127,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+45",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 16
            },
            "languages": "Common, Draconic",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  },
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Acid Breath",
                "desc": "The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 14,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "acid",
                      "name": "Acid",
                      "url": "/api/2014/damage-types/acid"
                    },
                    "damage_dice": "11d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/young-black-dragon.png",
            "url": "/api/2014/monsters/young-black-dragon"
          },
          {
            "index": "young-blue-dragon",
            "name": "Young Blue Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 152,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+64",
            "speed": {
              "walk": "40 ft.",
              "burrow": "20 ft.",
              "fly": "80 ft."
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 19
            },
            "languages": "Common, Draconic",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+5"
                  },
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "1d10"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                "attack_bonus": 9,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+5"
                  }
                ]
              },
              {
                "name": "Lightning Breath",
                "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 16,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "lightning",
                      "name": "Lightning",
                      "url": "/api/2014/damage-types/lightning"
                    },
                    "damage_dice": "10d10"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/young-blue-dragon.png",
            "url": "/api/2014/monsters/young-blue-dragon"
          },
          {
            "index": "young-brass-dragon",
            "name": "Young Brass Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 110,
            "hit_dice": "13d10",
            "hit_points_roll": "13d10+39",
            "speed": {
              "walk": "40 ft.",
              "burrow": "20 ft.",
              "fly": "80 ft."
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 16
            },
            "languages": "Common, Draconic",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.\nSleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 14,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "12d6"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Sleep Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 14,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/young-brass-dragon.png",
            "url": "/api/2014/monsters/young-brass-dragon"
          },
          {
            "index": "young-bronze-dragon",
            "name": "Young Bronze Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 142,
            "hit_dice": "15d10",
            "hit_points_roll": "15d10+60",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "lightning"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "Common, Draconic",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+5"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                "attack_bonus": 8,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+5"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nLightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\nRepulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Lightning Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 15,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "lightning",
                              "name": "Lightning",
                              "url": "/api/2014/damage-types/lightning"
                            },
                            "damage_dice": "10d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Repulsion Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 15,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/young-bronze-dragon.png",
            "url": "/api/2014/monsters/young-bronze-dragon"
          },
          {
            "index": "young-copper-dragon",
            "name": "Young Copper Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "chaotic good",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 119,
            "hit_dice": "14d10",
            "hit_points_roll": "14d10+42",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "acid"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "Common, Draconic",
            "challenge_rating": 7,
            "proficiency_bonus": 3,
            "xp": 2900,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nAcid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.\nSlowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Acid Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 14,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "acid",
                              "name": "Acid",
                              "url": "/api/2014/damage-types/acid"
                            },
                            "damage_dice": "9d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Slowing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 14,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/young-copper-dragon.png",
            "url": "/api/2014/monsters/young-copper-dragon"
          },
          {
            "index": "young-gold-dragon",
            "name": "Young Gold Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 178,
            "hit_dice": "17d10",
            "hit_points_roll": "17d10+85",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 20,
            "proficiencies": [
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-insight",
                  "name": "Skill: Insight",
                  "url": "/api/2014/proficiencies/skill-insight"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "skill-persuasion",
                  "name": "Skill: Persuasion",
                  "url": "/api/2014/proficiencies/skill-persuasion"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 19
            },
            "languages": "Common, Draconic",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nFire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\nWeakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Fire Breath",
                        "dc": {
                          "dc_type": {
                            "index": "dex",
                            "name": "DEX",
                            "url": "/api/2014/ability-scores/dex"
                          },
                          "dc_value": 17,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "fire",
                              "name": "Fire",
                              "url": "/api/2014/damage-types/fire"
                            },
                            "damage_dice": "10d10"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Weakening Breath",
                        "dc": {
                          "dc_type": {
                            "index": "str",
                            "name": "STR",
                            "url": "/api/2014/ability-scores/str"
                          },
                          "dc_value": 17,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/young-gold-dragon.png",
            "url": "/api/2014/monsters/young-gold-dragon"
          },
          {
            "index": "young-green-dragon",
            "name": "Young Green Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "lawful evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 136,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+48",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 15,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 5,
                "proficiency": {
                  "index": "skill-deception",
                  "name": "Skill: Deception",
                  "url": "/api/2014/proficiencies/skill-deception"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 17
            },
            "languages": "Common, Draconic",
            "challenge_rating": 8,
            "proficiency_bonus": 3,
            "xp": 3900,
            "special_abilities": [
              {
                "name": "Amphibious",
                "desc": "The dragon can breathe air and water."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  },
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "2d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Poison Breath",
                "desc": "The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 14,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "poison",
                      "name": "Poison",
                      "url": "/api/2014/damage-types/poison"
                    },
                    "damage_dice": "12d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/young-green-dragon.png",
            "url": "/api/2014/monsters/young-green-dragon"
          },
          {
            "index": "young-red-dragon",
            "name": "Young Red Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 178,
            "hit_dice": "17d10",
            "hit_points_roll": "17d10+85",
            "speed": {
              "walk": "40 ft.",
              "climb": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 23,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "fire"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 18
            },
            "languages": "Common, Draconic",
            "challenge_rating": 10,
            "proficiency_bonus": 4,
            "xp": 5900,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  },
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "1d6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Fire Breath",
                "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "dc_value": 17,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "fire",
                      "name": "Fire",
                      "url": "/api/2014/damage-types/fire"
                    },
                    "damage_dice": "16d6"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/young-red-dragon.png",
            "url": "/api/2014/monsters/young-red-dragon"
          },
          {
            "index": "young-silver-dragon",
            "name": "Young Silver Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "lawful good",
            "armor_class": [
              {
                "type": "natural",
                "value": 18
              }
            ],
            "hit_points": 168,
            "hit_dice": "16d10",
            "hit_points_roll": "16d10+80",
            "speed": {
              "walk": "40 ft.",
              "fly": "80 ft."
            },
            "strength": 23,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 19,
            "proficiencies": [
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 9,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-arcana",
                  "name": "Skill: Arcana",
                  "url": "/api/2014/proficiencies/skill-arcana"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-history",
                  "name": "Skill: History",
                  "url": "/api/2014/proficiencies/skill-history"
                }
              },
              {
                "value": 8,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 18
            },
            "languages": "Common, Draconic",
            "challenge_rating": 9,
            "proficiency_bonus": 4,
            "xp": 5000,
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+6"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                "attack_bonus": 10,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+6"
                  }
                ]
              },
              {
                "name": "Breath Weapons",
                "desc": "The dragon uses one of the following breath weapons.\nCold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.\nParalyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "options": {
                  "choose": 1,
                  "type": "attack",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "breath",
                        "name": "Cold Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 17,
                          "success_type": "half"
                        },
                        "damage": [
                          {
                            "damage_type": {
                              "index": "cold",
                              "name": "Cold",
                              "url": "/api/2014/damage-types/cold"
                            },
                            "damage_dice": "12d8"
                          }
                        ]
                      },
                      {
                        "option_type": "breath",
                        "name": "Paralyzing Breath",
                        "dc": {
                          "dc_type": {
                            "index": "con",
                            "name": "CON",
                            "url": "/api/2014/ability-scores/con"
                          },
                          "dc_value": 17,
                          "success_type": "none"
                        }
                      }
                    ]
                  }
                }
              }
            ],
            "image": "/api/images/monsters/young-silver-dragon.png",
            "url": "/api/2014/monsters/young-silver-dragon"
          },
          {
            "index": "young-white-dragon",
            "name": "Young White Dragon",
            "size": "Large",
            "type": "dragon",
            "alignment": "chaotic evil",
            "armor_class": [
              {
                "type": "natural",
                "value": 17
              }
            ],
            "hit_points": 133,
            "hit_dice": "14d10",
            "hit_points_roll": "14d10+56",
            "speed": {
              "walk": "40 ft.",
              "burrow": "20 ft.",
              "fly": "80 ft.",
              "swim": "40 ft."
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 12,
            "proficiencies": [
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-dex",
                  "name": "Saving Throw: DEX",
                  "url": "/api/2014/proficiencies/saving-throw-dex"
                }
              },
              {
                "value": 7,
                "proficiency": {
                  "index": "saving-throw-con",
                  "name": "Saving Throw: CON",
                  "url": "/api/2014/proficiencies/saving-throw-con"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              },
              {
                "value": 4,
                "proficiency": {
                  "index": "saving-throw-cha",
                  "name": "Saving Throw: CHA",
                  "url": "/api/2014/proficiencies/saving-throw-cha"
                }
              },
              {
                "value": 6,
                "proficiency": {
                  "index": "skill-perception",
                  "name": "Skill: Perception",
                  "url": "/api/2014/proficiencies/skill-perception"
                }
              },
              {
                "value": 3,
                "proficiency": {
                  "index": "skill-stealth",
                  "name": "Skill: Stealth",
                  "url": "/api/2014/proficiencies/skill-stealth"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "cold"
            ],
            "condition_immunities": [],
            "senses": {
              "blindsight": "30 ft.",
              "darkvision": "120 ft.",
              "passive_perception": 16
            },
            "languages": "Common, Draconic",
            "challenge_rating": 6,
            "proficiency_bonus": 3,
            "xp": 2300,
            "special_abilities": [
              {
                "name": "Ice Walk",
                "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
              }
            ],
            "actions": [
              {
                "name": "Multiattack",
                "multiattack_type": "actions",
                "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                "actions": [
                  {
                    "action_name": "Bite",
                    "count": 1,
                    "type": "melee"
                  },
                  {
                    "action_name": "Claw",
                    "count": 2,
                    "type": "melee"
                  }
                ]
              },
              {
                "name": "Bite",
                "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "piercing",
                      "name": "Piercing",
                      "url": "/api/2014/damage-types/piercing"
                    },
                    "damage_dice": "2d10+4"
                  },
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "1d8"
                  }
                ]
              },
              {
                "name": "Claw",
                "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                "attack_bonus": 7,
                "damage": [
                  {
                    "damage_type": {
                      "index": "slashing",
                      "name": "Slashing",
                      "url": "/api/2014/damage-types/slashing"
                    },
                    "damage_dice": "2d6+4"
                  }
                ]
              },
              {
                "name": "Cold Breath",
                "desc": "The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.",
                "usage": {
                  "type": "recharge on roll",
                  "dice": "1d6",
                  "min_value": 5
                },
                "dc": {
                  "dc_type": {
                    "index": "con",
                    "name": "CON",
                    "url": "/api/2014/ability-scores/con"
                  },
                  "dc_value": 15,
                  "success_type": "half"
                },
                "damage": [
                  {
                    "damage_type": {
                      "index": "cold",
                      "name": "Cold",
                      "url": "/api/2014/damage-types/cold"
                    },
                    "damage_dice": "10d8"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/young-white-dragon.png",
            "url": "/api/2014/monsters/young-white-dragon"
          },
          {
            "index": "zombie",
            "name": "Zombie",
            "size": "Medium",
            "type": "undead",
            "alignment": "neutral evil",
            "armor_class": [
              {
                "type": "dex",
                "value": 8
              }
            ],
            "hit_points": 22,
            "hit_dice": "3d8",
            "hit_points_roll": "3d8+9",
            "speed": {
              "walk": "20 ft."
            },
            "strength": 13,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "proficiencies": [
              {
                "value": 0,
                "proficiency": {
                  "index": "saving-throw-wis",
                  "name": "Saving Throw: WIS",
                  "url": "/api/2014/proficiencies/saving-throw-wis"
                }
              }
            ],
            "damage_vulnerabilities": [],
            "damage_resistances": [],
            "damage_immunities": [
              "poison"
            ],
            "condition_immunities": [
              {
                "index": "poisoned",
                "name": "Poisoned",
                "url": "/api/2014/conditions/poisoned"
              }
            ],
            "senses": {
              "darkvision": "60 ft.",
              "passive_perception": 8
            },
            "languages": "understands all languages it spoke in life but can't speak",
            "challenge_rating": 0.25,
            "proficiency_bonus": 2,
            "xp": 50,
            "special_abilities": [
              {
                "name": "Undead Fortitude",
                "desc": "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."
              }
            ],
            "actions": [
              {
                "name": "Slam",
                "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.",
                "attack_bonus": 3,
                "damage": [
                  {
                    "damage_type": {
                      "index": "bludgeoning",
                      "name": "Bludgeoning",
                      "url": "/api/2014/damage-types/bludgeoning"
                    },
                    "damage_dice": "1d6+1"
                  }
                ]
              }
            ],
            "image": "/api/images/monsters/zombie.png",
            "url": "/api/2014/monsters/zombie"
          }
        ]
      },
      "classes": {
        "label": "Classes",
        "color": "#2980b9",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [
            "Hit Die: d{hit_die}"
          ],
          "description": null
        },
        "linkPath": "classes/{name|kebabCase}/",
        "count": 12,
        "items": [
          {
            "index": "barbarian",
            "name": "Barbarian",
            "hit_die": 12,
            "proficiency_choices": [
              {
                "desc": "Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-animal-handling",
                        "name": "Skill: Animal Handling",
                        "url": "/api/2014/proficiencies/skill-animal-handling"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-nature",
                        "name": "Skill: Nature",
                        "url": "/api/2014/proficiencies/skill-nature"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-survival",
                        "name": "Skill: Survival",
                        "url": "/api/2014/proficiencies/skill-survival"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "medium-armor",
                "name": "Medium Armor",
                "url": "/api/2014/proficiencies/medium-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "martial-weapons",
                "name": "Martial Weapons",
                "url": "/api/2014/proficiencies/martial-weapons"
              },
              {
                "index": "saving-throw-str",
                "name": "Saving Throw: STR",
                "url": "/api/2014/proficiencies/saving-throw-str"
              },
              {
                "index": "saving-throw-con",
                "name": "Saving Throw: CON",
                "url": "/api/2014/proficiencies/saving-throw-con"
              }
            ],
            "saving_throws": [
              {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "explorers-pack",
                  "name": "Explorer's Pack",
                  "url": "/api/2014/equipment/explorers-pack"
                },
                "quantity": 1
              },
              {
                "equipment": {
                  "index": "javelin",
                  "name": "Javelin",
                  "url": "/api/2014/equipment/javelin"
                },
                "quantity": 4
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a greataxe or (b) any martial melee weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "greataxe",
                        "name": "Greataxe",
                        "url": "/api/2014/equipment/greataxe"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any martial melee weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "martial-melee-weapons",
                            "name": "Martial Melee Weapons",
                            "url": "/api/2014/equipment-categories/martial-melee-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) two handaxes or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 2,
                      "of": {
                        "index": "handaxe",
                        "name": "Handaxe",
                        "url": "/api/2014/equipment/handaxe"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/barbarian/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                },
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                },
                {
                  "index": "martial-weapons",
                  "name": "Martial Weapons",
                  "url": "/api/2014/proficiencies/martial-weapons"
                }
              ]
            },
            "subclasses": [
              {
                "index": "berserker",
                "name": "Berserker",
                "url": "/api/2014/subclasses/berserker"
              }
            ],
            "url": "/api/2014/classes/barbarian"
          },
          {
            "index": "bard",
            "name": "Bard",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose any three",
                "choose": 3,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-acrobatics",
                        "name": "Skill: Acrobatics",
                        "url": "/api/2014/proficiencies/skill-acrobatics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-animal-handling",
                        "name": "Skill: Animal Handling",
                        "url": "/api/2014/proficiencies/skill-animal-handling"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-arcana",
                        "name": "Skill: Arcana",
                        "url": "/api/2014/proficiencies/skill-arcana"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-deception",
                        "name": "Skill: Deception",
                        "url": "/api/2014/proficiencies/skill-deception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-investigation",
                        "name": "Skill: Investigation",
                        "url": "/api/2014/proficiencies/skill-investigation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-medicine",
                        "name": "Skill: Medicine",
                        "url": "/api/2014/proficiencies/skill-medicine"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-nature",
                        "name": "Skill: Nature",
                        "url": "/api/2014/proficiencies/skill-nature"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-performance",
                        "name": "Skill: Performance",
                        "url": "/api/2014/proficiencies/skill-performance"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-persuasion",
                        "name": "Skill: Persuasion",
                        "url": "/api/2014/proficiencies/skill-persuasion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-sleight-of-hand",
                        "name": "Skill: Sleight of Hand",
                        "url": "/api/2014/proficiencies/skill-sleight-of-hand"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-stealth",
                        "name": "Skill: Stealth",
                        "url": "/api/2014/proficiencies/skill-stealth"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-survival",
                        "name": "Skill: Survival",
                        "url": "/api/2014/proficiencies/skill-survival"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "Three musical instruments of your choice",
                "choose": 3,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "bagpipes",
                        "name": "Bagpipes",
                        "url": "/api/2014/proficiencies/bagpipes"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "drum",
                        "name": "Drum",
                        "url": "/api/2014/proficiencies/drum"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "dulcimer",
                        "name": "Dulcimer",
                        "url": "/api/2014/proficiencies/dulcimer"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "flute",
                        "name": "Flute",
                        "url": "/api/2014/proficiencies/flute"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "lute",
                        "name": "Lute",
                        "url": "/api/2014/proficiencies/lute"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "lyre",
                        "name": "Lyre",
                        "url": "/api/2014/proficiencies/lyre"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "horn",
                        "name": "Horn",
                        "url": "/api/2014/proficiencies/horn"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "pan-flute",
                        "name": "Pan flute",
                        "url": "/api/2014/proficiencies/pan-flute"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "shawm",
                        "name": "Shawm",
                        "url": "/api/2014/proficiencies/shawm"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "viol",
                        "name": "Viol",
                        "url": "/api/2014/proficiencies/viol"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "longswords",
                "name": "Longswords",
                "url": "/api/2014/proficiencies/longswords"
              },
              {
                "index": "rapiers",
                "name": "Rapiers",
                "url": "/api/2014/proficiencies/rapiers"
              },
              {
                "index": "shortswords",
                "name": "Shortswords",
                "url": "/api/2014/proficiencies/shortswords"
              },
              {
                "index": "hand-crossbows",
                "name": "Hand crossbows",
                "url": "/api/2014/proficiencies/hand-crossbows"
              },
              {
                "index": "saving-throw-dex",
                "name": "Saving Throw: DEX",
                "url": "/api/2014/proficiencies/saving-throw-dex"
              },
              {
                "index": "saving-throw-cha",
                "name": "Saving Throw: CHA",
                "url": "/api/2014/proficiencies/saving-throw-cha"
              }
            ],
            "saving_throws": [
              {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "leather-armor",
                  "name": "Leather Armor",
                  "url": "/api/2014/equipment/leather-armor"
                },
                "quantity": 1
              },
              {
                "equipment": {
                  "index": "dagger",
                  "name": "Dagger",
                  "url": "/api/2014/equipment/dagger"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a rapier, (b) a longsword, or (c) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "rapier",
                        "name": "Rapier",
                        "url": "/api/2014/equipment/rapier"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "longsword",
                        "name": "Longsword",
                        "url": "/api/2014/equipment/longsword"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a diplomat’s pack or (b) an entertainer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "diplomats-pack",
                        "name": "Diplomat's Pack",
                        "url": "/api/2014/equipment/diplomats-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "entertainers-pack",
                        "name": "Entertainer's Pack",
                        "url": "/api/2014/equipment/entertainers-pack"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a lute or (b) any other musical instrument",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "lute",
                        "name": "Lute",
                        "url": "/api/2014/equipment/lute"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any other musical instrument",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "musical-instruments",
                            "name": "Musical Instruments",
                            "url": "/api/2014/equipment-categories/musical-instruments"
                          }
                        }
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/bard/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                }
              ],
              "proficiency_choices": [
                {
                  "desc": "skill",
                  "choose": 1,
                  "type": "proficiencies",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-acrobatics",
                          "name": "Skill: Acrobatics",
                          "url": "/api/2014/proficiencies/skill-acrobatics"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-animal-handling",
                          "name": "Skill: Animal Handling",
                          "url": "/api/2014/proficiencies/skill-animal-handling"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-arcana",
                          "name": "Skill: Arcana",
                          "url": "/api/2014/proficiencies/skill-arcana"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-athletics",
                          "name": "Skill: Athletics",
                          "url": "/api/2014/proficiencies/skill-athletics"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-deception",
                          "name": "Skill: Deception",
                          "url": "/api/2014/proficiencies/skill-deception"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-history",
                          "name": "Skill: History",
                          "url": "/api/2014/proficiencies/skill-history"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-insight",
                          "name": "Skill: Insight",
                          "url": "/api/2014/proficiencies/skill-insight"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-intimidation",
                          "name": "Skill: Intimidation",
                          "url": "/api/2014/proficiencies/skill-intimidation"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-investigation",
                          "name": "Skill: Investigation",
                          "url": "/api/2014/proficiencies/skill-investigation"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-medicine",
                          "name": "Skill: Medicine",
                          "url": "/api/2014/proficiencies/skill-medicine"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-nature",
                          "name": "Skill: Nature",
                          "url": "/api/2014/proficiencies/skill-nature"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-perception",
                          "name": "Skill: Perception",
                          "url": "/api/2014/proficiencies/skill-perception"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-performance",
                          "name": "Skill: Performance",
                          "url": "/api/2014/proficiencies/skill-performance"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-persuasion",
                          "name": "Skill: Persuasion",
                          "url": "/api/2014/proficiencies/skill-persuasion"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-religion",
                          "name": "Skill: Religion",
                          "url": "/api/2014/proficiencies/skill-religion"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-sleight-of-hand",
                          "name": "Skill: Sleight of Hand",
                          "url": "/api/2014/proficiencies/skill-sleight-of-hand"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-stealth",
                          "name": "Skill: Stealth",
                          "url": "/api/2014/proficiencies/skill-stealth"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-survival",
                          "name": "Skill: Survival",
                          "url": "/api/2014/proficiencies/skill-survival"
                        }
                      }
                    ]
                  }
                },
                {
                  "desc": "musical instrument",
                  "choose": 1,
                  "type": "proficiencies",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "bagpipes",
                          "name": "Bagpipes",
                          "url": "/api/2014/proficiencies/bagpipes"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "drum",
                          "name": "Drum",
                          "url": "/api/2014/proficiencies/drum"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "dulcimer",
                          "name": "Dulcimer",
                          "url": "/api/2014/proficiencies/dulcimer"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "flute",
                          "name": "Flute",
                          "url": "/api/2014/proficiencies/flute"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "lute",
                          "name": "Lute",
                          "url": "/api/2014/proficiencies/lute"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "lyre",
                          "name": "Lyre",
                          "url": "/api/2014/proficiencies/lyre"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "horn",
                          "name": "Horn",
                          "url": "/api/2014/proficiencies/horn"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "pan-flute",
                          "name": "Pan flute",
                          "url": "/api/2014/proficiencies/pan-flute"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "shawm",
                          "name": "Shawm",
                          "url": "/api/2014/proficiencies/shawm"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "viol",
                          "name": "Viol",
                          "url": "/api/2014/proficiencies/viol"
                        }
                      }
                    ]
                  }
                }
              ]
            },
            "subclasses": [
              {
                "index": "lore",
                "name": "Lore",
                "url": "/api/2014/subclasses/lore"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table."
                  ]
                },
                {
                  "name": "Spell Slots",
                  "desc": [
                    "The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot."
                  ]
                },
                {
                  "name": "Spells Known of 1st Level and Higher",
                  "desc": [
                    "You know four 1st-level spells of your choice from the bard spell list.",
                    "The Spells Known column of the Bard table shows when you learn more bard spells of your choice.",
                    "Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.",
                    "Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.",
                    "Spell attack modifier = your proficiency bonus + your Charisma modifier."
                  ]
                },
                {
                  "name": "Ritual Casting",
                  "desc": [
                    "You can cast any bard spell you know as a ritual if that spell has the ritual tag."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use a musical instrument (see Equipment) as a spellcasting focus for your bard spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/bard/spells",
            "url": "/api/2014/classes/bard"
          },
          {
            "index": "cleric",
            "name": "Cleric",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose two from History, Insight, Medicine, Persuasion, and Religion",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-medicine",
                        "name": "Skill: Medicine",
                        "url": "/api/2014/proficiencies/skill-medicine"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-persuasion",
                        "name": "Skill: Persuasion",
                        "url": "/api/2014/proficiencies/skill-persuasion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "medium-armor",
                "name": "Medium Armor",
                "url": "/api/2014/proficiencies/medium-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "saving-throw-wis",
                "name": "Saving Throw: WIS",
                "url": "/api/2014/proficiencies/saving-throw-wis"
              },
              {
                "index": "saving-throw-cha",
                "name": "Saving Throw: CHA",
                "url": "/api/2014/proficiencies/saving-throw-cha"
              }
            ],
            "saving_throws": [
              {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "shield",
                  "name": "Shield",
                  "url": "/api/2014/equipment/shield"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a mace or (b) a warhammer (if proficient)",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "mace",
                        "name": "Mace",
                        "url": "/api/2014/equipment/mace"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "warhammer",
                        "name": "Warhammer",
                        "url": "/api/2014/equipment/warhammer"
                      },
                      "prerequisites": [
                        {
                          "type": "proficiency",
                          "proficiency": {
                            "index": "warhammers",
                            "name": "Warhammers",
                            "url": "/api/2014/proficiencies/warhammers"
                          }
                        }
                      ]
                    }
                  ]
                }
              },
              {
                "desc": "(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "scale-mail",
                        "name": "Scale Mail",
                        "url": "/api/2014/equipment/scale-mail"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "leather-armor",
                        "name": "Leather Armor",
                        "url": "/api/2014/equipment/leather-armor"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "chain-mail",
                        "name": "Chain Mail",
                        "url": "/api/2014/equipment/chain-mail"
                      },
                      "prerequisites": [
                        {
                          "type": "proficiency",
                          "proficiency": {
                            "index": "chain-mail",
                            "name": "Chain Mail",
                            "url": "/api/2014/proficiencies/chain-mail"
                          }
                        }
                      ]
                    }
                  ]
                }
              },
              {
                "desc": "(a) a light crossbow and 20 bolts or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "crossbow-light",
                            "name": "Crossbow, light",
                            "url": "/api/2014/equipment/crossbow-light"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "crossbow-bolt",
                            "name": "Crossbow bolt",
                            "url": "/api/2014/equipment/crossbow-bolt"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a priest’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "priests-pack",
                        "name": "Priest's Pack",
                        "url": "/api/2014/equipment/priests-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "holy symbol",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "equipment_category",
                  "equipment_category": {
                    "index": "holy-symbols",
                    "name": "Holy Symbols",
                    "url": "/api/2014/equipment-categories/holy-symbols"
                  }
                }
              }
            ],
            "class_levels": "/api/2014/classes/cleric/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "medium-armor",
                  "name": "Medium Armor",
                  "url": "/api/2014/proficiencies/medium-armor"
                },
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                }
              ]
            },
            "subclasses": [
              {
                "index": "life",
                "name": "Life",
                "url": "/api/2014/subclasses/life"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table."
                  ]
                },
                {
                  "name": "Preparing and Casting Spells",
                  "desc": [
                    "The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.",
                    "For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
                    "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier",
                    "Spell attack modifier = your proficiency bonus + your Wisdom modifier"
                  ]
                },
                {
                  "name": "Ritual Casting",
                  "desc": [
                    "You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/cleric/spells",
            "url": "/api/2014/classes/cleric"
          },
          {
            "index": "druid",
            "name": "Druid",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-arcana",
                        "name": "Skill: Arcana",
                        "url": "/api/2014/proficiencies/skill-arcana"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-animal-handling",
                        "name": "Skill: Animal Handling",
                        "url": "/api/2014/proficiencies/skill-animal-handling"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-medicine",
                        "name": "Skill: Medicine",
                        "url": "/api/2014/proficiencies/skill-medicine"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-nature",
                        "name": "Skill: Nature",
                        "url": "/api/2014/proficiencies/skill-nature"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-survival",
                        "name": "Skill: Survival",
                        "url": "/api/2014/proficiencies/skill-survival"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "medium-armor",
                "name": "Medium Armor",
                "url": "/api/2014/proficiencies/medium-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "clubs",
                "name": "Clubs",
                "url": "/api/2014/proficiencies/clubs"
              },
              {
                "index": "daggers",
                "name": "Daggers",
                "url": "/api/2014/proficiencies/daggers"
              },
              {
                "index": "javelins",
                "name": "Javelins",
                "url": "/api/2014/proficiencies/javelins"
              },
              {
                "index": "maces",
                "name": "Maces",
                "url": "/api/2014/proficiencies/maces"
              },
              {
                "index": "quarterstaffs",
                "name": "Quarterstaffs",
                "url": "/api/2014/proficiencies/quarterstaffs"
              },
              {
                "index": "sickles",
                "name": "Sickles",
                "url": "/api/2014/proficiencies/sickles"
              },
              {
                "index": "spears",
                "name": "Spears",
                "url": "/api/2014/proficiencies/spears"
              },
              {
                "index": "darts",
                "name": "Darts",
                "url": "/api/2014/proficiencies/darts"
              },
              {
                "index": "slings",
                "name": "Slings",
                "url": "/api/2014/proficiencies/slings"
              },
              {
                "index": "scimitars",
                "name": "Scimitars",
                "url": "/api/2014/proficiencies/scimitars"
              },
              {
                "index": "herbalism-kit",
                "name": "Herbalism Kit",
                "url": "/api/2014/proficiencies/herbalism-kit"
              },
              {
                "index": "saving-throw-int",
                "name": "Saving Throw: INT",
                "url": "/api/2014/proficiencies/saving-throw-int"
              },
              {
                "index": "saving-throw-wis",
                "name": "Saving Throw: WIS",
                "url": "/api/2014/proficiencies/saving-throw-wis"
              }
            ],
            "saving_throws": [
              {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              },
              {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "leather-armor",
                  "name": "Leather Armor",
                  "url": "/api/2014/equipment/leather-armor"
                },
                "quantity": 1
              },
              {
                "equipment": {
                  "index": "explorers-pack",
                  "name": "Explorer's Pack",
                  "url": "/api/2014/equipment/explorers-pack"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a wooden shield or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "shield",
                        "name": "Shield",
                        "url": "/api/2014/equipment/shield"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a scimitar or (b) any simple melee weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "scimitar",
                        "name": "Scimitar",
                        "url": "/api/2014/equipment/scimitar"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple melee weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-melee-weapons",
                            "name": "Simple Melee Weapons",
                            "url": "/api/2014/equipment-categories/simple-melee-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "druidic focus",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "equipment_category",
                  "equipment_category": {
                    "index": "druidic-foci",
                    "name": "Druidic Foci",
                    "url": "/api/2014/equipment-categories/druidic-foci"
                  }
                }
              }
            ],
            "class_levels": "/api/2014/classes/druid/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "medium-armor",
                  "name": "Medium Armor",
                  "url": "/api/2014/proficiencies/medium-armor"
                },
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                }
              ]
            },
            "subclasses": [
              {
                "index": "land",
                "name": "Land",
                "url": "/api/2014/subclasses/land"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table."
                  ]
                },
                {
                  "name": "Preparing and Casting Spells",
                  "desc": [
                    "The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.",
                    "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
                    "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.",
                    "Spell attack modifier = your proficiency bonus + your Wisdom modifier."
                  ]
                },
                {
                  "name": "Ritual Casting",
                  "desc": [
                    "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use a druidic focus (see chapter 5, \"Equipment\") as a spellcasting focus for your druid spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/druid/spells",
            "url": "/api/2014/classes/druid"
          },
          {
            "index": "fighter",
            "name": "Fighter",
            "hit_die": 10,
            "proficiency_choices": [
              {
                "desc": "Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-acrobatics",
                        "name": "Skill: Acrobatics",
                        "url": "/api/2014/proficiencies/skill-acrobatics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-animal-handling",
                        "name": "Skill: Animal Handling",
                        "url": "/api/2014/proficiencies/skill-animal-handling"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-survival",
                        "name": "Skill: Survival",
                        "url": "/api/2014/proficiencies/skill-survival"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "all-armor",
                "name": "All armor",
                "url": "/api/2014/proficiencies/all-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "martial-weapons",
                "name": "Martial Weapons",
                "url": "/api/2014/proficiencies/martial-weapons"
              },
              {
                "index": "saving-throw-str",
                "name": "Saving Throw: STR",
                "url": "/api/2014/proficiencies/saving-throw-str"
              },
              {
                "index": "saving-throw-con",
                "name": "Saving Throw: CON",
                "url": "/api/2014/proficiencies/saving-throw-con"
              }
            ],
            "saving_throws": [
              {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              }
            ],
            "starting_equipment": [],
            "starting_equipment_options": [
              {
                "desc": "(a) chain mail or (b) leather armor, longbow, and 20 arrows",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "chain-mail",
                        "name": "Chain Mail",
                        "url": "/api/2014/equipment/chain-mail"
                      }
                    },
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "leather-armor",
                            "name": "Leather Armor",
                            "url": "/api/2014/equipment/leather-armor"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "longbow",
                            "name": "Longbow",
                            "url": "/api/2014/equipment/longbow"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "arrow",
                            "name": "Arrow",
                            "url": "/api/2014/equipment/arrow"
                          }
                        }
                      ]
                    }
                  ]
                }
              },
              {
                "desc": "(a) a martial weapon and a shield or (b) two martial weapons",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "choice",
                          "choice": {
                            "desc": "a martial weapon",
                            "choose": 1,
                            "type": "equipment",
                            "from": {
                              "option_set_type": "equipment_category",
                              "equipment_category": {
                                "index": "martial-weapons",
                                "name": "Martial Weapons",
                                "url": "/api/2014/equipment-categories/martial-weapons"
                              }
                            }
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "shield",
                            "name": "Shield",
                            "url": "/api/2014/equipment/shield"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "two martial weapons",
                        "choose": 2,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "martial-weapons",
                            "name": "Martial Weapons",
                            "url": "/api/2014/equipment-categories/martial-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a light crossbow and 20 bolts or (b) two handaxes",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "crossbow-light",
                            "name": "Crossbow, light",
                            "url": "/api/2014/equipment/crossbow-light"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "crossbow-bolt",
                            "name": "Crossbow bolt",
                            "url": "/api/2014/equipment/crossbow-bolt"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 2,
                      "of": {
                        "index": "handaxe",
                        "name": "Handaxe",
                        "url": "/api/2014/equipment/handaxe"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a dungeoneer’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/fighter/levels",
            "multi_classing": {
              "prerequisite_options": {
                "type": "ability-scores",
                "choose": 1,
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "score_prerequisite",
                      "ability_score": {
                        "index": "str",
                        "name": "STR",
                        "url": "/api/2014/ability-scores/str"
                      },
                      "minimum_score": 13
                    },
                    {
                      "option_type": "score_prerequisite",
                      "ability_score": {
                        "index": "dex",
                        "name": "DEX",
                        "url": "/api/2014/ability-scores/dex"
                      },
                      "minimum_score": 13
                    }
                  ]
                }
              },
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "medium-armor",
                  "name": "Medium Armor",
                  "url": "/api/2014/proficiencies/medium-armor"
                },
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                },
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                },
                {
                  "index": "martial-weapons",
                  "name": "Martial Weapons",
                  "url": "/api/2014/proficiencies/martial-weapons"
                }
              ]
            },
            "subclasses": [
              {
                "index": "champion",
                "name": "Champion",
                "url": "/api/2014/subclasses/champion"
              }
            ],
            "url": "/api/2014/classes/fighter"
          },
          {
            "index": "monk",
            "name": "Monk",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-acrobatics",
                        "name": "Skill: Acrobatics",
                        "url": "/api/2014/proficiencies/skill-acrobatics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-stealth",
                        "name": "Skill: Stealth",
                        "url": "/api/2014/proficiencies/skill-stealth"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "Choose one type of artisan’s tools or one musical instrument",
                "type": "proficiencies",
                "choose": 1,
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "artisan's tools",
                        "type": "proficiencies",
                        "choose": 1,
                        "from": {
                          "option_set_type": "options_array",
                          "options": [
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "alchemists-supplies",
                                "name": "Alchemist's Supplies",
                                "url": "/api/2014/proficiencies/alchemists-supplies"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "brewers-supplies",
                                "name": "Brewer's Supplies",
                                "url": "/api/2014/proficiencies/brewers-supplies"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "calligraphers-supplies",
                                "name": "Calligrapher's Supplies",
                                "url": "/api/2014/proficiencies/calligraphers-supplies"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "carpenters-tools",
                                "name": "Carpenter's Tools",
                                "url": "/api/2014/proficiencies/carpenters-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "cartographers-tools",
                                "name": "Cartographer's Tools",
                                "url": "/api/2014/proficiencies/cartographers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "cobblers-tools",
                                "name": "Cobbler's Tools",
                                "url": "/api/2014/proficiencies/cobblers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "cooks-utensils",
                                "name": "Cook's utensils",
                                "url": "/api/2014/proficiencies/cooks-utensils"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "glassblowers-tools",
                                "name": "Glassblower's Tools",
                                "url": "/api/2014/proficiencies/glassblowers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "jewelers-tools",
                                "name": "Jeweler's Tools",
                                "url": "/api/2014/proficiencies/jewelers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "leatherworkers-tools",
                                "name": "Leatherworker's Tools",
                                "url": "/api/2014/proficiencies/leatherworkers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "masons-tools",
                                "name": "Mason's Tools",
                                "url": "/api/2014/proficiencies/masons-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "painters-supplies",
                                "name": "Painter's Supplies",
                                "url": "/api/2014/proficiencies/painters-supplies"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "potters-tools",
                                "name": "Potter's Tools",
                                "url": "/api/2014/proficiencies/potters-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "smiths-tools",
                                "name": "Smith's Tools",
                                "url": "/api/2014/proficiencies/smiths-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "tinkers-tools",
                                "name": "Tinker's Tools",
                                "url": "/api/2014/proficiencies/tinkers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "weavers-tools",
                                "name": "Weaver's Tools",
                                "url": "/api/2014/proficiencies/weavers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "woodcarvers-tools",
                                "name": "Woodcarver's Tools",
                                "url": "/api/2014/proficiencies/woodcarvers-tools"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "disguise-kit",
                                "name": "Disguise Kit",
                                "url": "/api/2014/proficiencies/disguise-kit"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "forgery-kit",
                                "name": "Forgery Kit",
                                "url": "/api/2014/proficiencies/forgery-kit"
                              }
                            }
                          ]
                        }
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "musical instrument",
                        "type": "proficiencies",
                        "choose": 1,
                        "from": {
                          "option_set_type": "options_array",
                          "options": [
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "bagpipes",
                                "name": "Bagpipes",
                                "url": "/api/2014/proficiencies/bagpipes"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "drum",
                                "name": "Drum",
                                "url": "/api/2014/proficiencies/drum"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "dulcimer",
                                "name": "Dulcimer",
                                "url": "/api/2014/proficiencies/dulcimer"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "flute",
                                "name": "Flute",
                                "url": "/api/2014/proficiencies/flute"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "lute",
                                "name": "Lute",
                                "url": "/api/2014/proficiencies/lute"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "lyre",
                                "name": "Lyre",
                                "url": "/api/2014/proficiencies/lyre"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "horn",
                                "name": "Horn",
                                "url": "/api/2014/proficiencies/horn"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "pan-flute",
                                "name": "Pan flute",
                                "url": "/api/2014/proficiencies/pan-flute"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "shawm",
                                "name": "Shawm",
                                "url": "/api/2014/proficiencies/shawm"
                              }
                            },
                            {
                              "option_type": "reference",
                              "item": {
                                "index": "viol",
                                "name": "Viol",
                                "url": "/api/2014/proficiencies/viol"
                              }
                            }
                          ]
                        }
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "shortswords",
                "name": "Shortswords",
                "url": "/api/2014/proficiencies/shortswords"
              },
              {
                "index": "saving-throw-dex",
                "name": "Saving Throw: DEX",
                "url": "/api/2014/proficiencies/saving-throw-dex"
              },
              {
                "index": "saving-throw-str",
                "name": "Saving Throw: STR",
                "url": "/api/2014/proficiencies/saving-throw-str"
              }
            ],
            "saving_throws": [
              {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "dart",
                  "name": "Dart",
                  "url": "/api/2014/equipment/dart"
                },
                "quantity": 10
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a shortsword or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "shortsword",
                        "name": "Shortsword",
                        "url": "/api/2014/equipment/shortsword"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a dungeoneer’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/monk/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "minimum_score": 13
                },
                {
                  "ability_score": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                },
                {
                  "index": "shortswords",
                  "name": "Shortswords",
                  "url": "/api/2014/proficiencies/shortswords"
                }
              ]
            },
            "subclasses": [
              {
                "index": "open-hand",
                "name": "Open Hand",
                "url": "/api/2014/subclasses/open-hand"
              }
            ],
            "url": "/api/2014/classes/monk"
          },
          {
            "index": "paladin",
            "name": "Paladin",
            "hit_die": 10,
            "proficiency_choices": [
              {
                "desc": "Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-medicine",
                        "name": "Skill: Medicine",
                        "url": "/api/2014/proficiencies/skill-medicine"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-persuasion",
                        "name": "Skill: Persuasion",
                        "url": "/api/2014/proficiencies/skill-persuasion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "all-armor",
                "name": "All armor",
                "url": "/api/2014/proficiencies/all-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "martial-weapons",
                "name": "Martial Weapons",
                "url": "/api/2014/proficiencies/martial-weapons"
              },
              {
                "index": "saving-throw-wis",
                "name": "Saving Throw: WIS",
                "url": "/api/2014/proficiencies/saving-throw-wis"
              },
              {
                "index": "saving-throw-cha",
                "name": "Saving Throw: CHA",
                "url": "/api/2014/proficiencies/saving-throw-cha"
              }
            ],
            "saving_throws": [
              {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "chain-mail",
                  "name": "Chain Mail",
                  "url": "/api/2014/equipment/chain-mail"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a martial weapon and a shield or (b) two martial weapons",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "choice",
                          "choice": {
                            "desc": "a martial weapon",
                            "choose": 1,
                            "type": "equipment",
                            "from": {
                              "option_set_type": "equipment_category",
                              "equipment_category": {
                                "name": "Martial Weapons",
                                "index": "martial-weapons",
                                "url": "/api/2014/equipment-categories/martial-weapons"
                              }
                            }
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "shield",
                            "name": "Shield",
                            "url": "/api/2014/equipment/shield"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "two martial weapons",
                        "choose": 2,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "martial-weapons",
                            "name": "Martial Weapons",
                            "url": "/api/2014/equipment-categories/martial-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) five javelins or (b) any simple melee weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 5,
                      "of": {
                        "index": "javelin",
                        "name": "Javelin",
                        "url": "/api/2014/equipment/javelin"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a priest’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "priests-pack",
                        "name": "Priest's Pack",
                        "url": "/api/2014/equipment/priests-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "holy symbol",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "equipment_category",
                  "equipment_category": {
                    "index": "holy-symbols",
                    "name": "Holy Symbols",
                    "url": "/api/2014/equipment-categories/holy-symbols"
                  }
                }
              }
            ],
            "class_levels": "/api/2014/classes/paladin/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "str",
                    "name": "STR",
                    "url": "/api/2014/ability-scores/str"
                  },
                  "minimum_score": 13
                },
                {
                  "ability_score": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "medium-armor",
                  "name": "Medium Armor",
                  "url": "/api/2014/proficiencies/medium-armor"
                },
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                },
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                },
                {
                  "index": "martial-weapons",
                  "name": "Martial Weapons",
                  "url": "/api/2014/proficiencies/martial-weapons"
                }
              ]
            },
            "subclasses": [
              {
                "index": "devotion",
                "name": "Devotion",
                "url": "/api/2014/subclasses/devotion"
              }
            ],
            "spellcasting": {
              "level": 2,
              "spellcasting_ability": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "info": [
                {
                  "name": "Preparing and Casting Spells",
                  "desc": [
                    "The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.",
                    "For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.",
                    "You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.",
                    "Spell attack modifier = your proficiency bonus + your Charisma modifier."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use a holy symbol as a spellcasting focus for your paladin spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/paladin/spells",
            "url": "/api/2014/classes/paladin"
          },
          {
            "index": "ranger",
            "name": "Ranger",
            "hit_die": 10,
            "proficiency_choices": [
              {
                "desc": "Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival",
                "choose": 3,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-animal-handling",
                        "name": "Skill: Animal Handling",
                        "url": "/api/2014/proficiencies/skill-animal-handling"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-investigation",
                        "name": "Skill: Investigation",
                        "url": "/api/2014/proficiencies/skill-investigation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-nature",
                        "name": "Skill: Nature",
                        "url": "/api/2014/proficiencies/skill-nature"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-stealth",
                        "name": "Skill: Stealth",
                        "url": "/api/2014/proficiencies/skill-stealth"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-survival",
                        "name": "Skill: Survival",
                        "url": "/api/2014/proficiencies/skill-survival"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "medium-armor",
                "name": "Medium Armor",
                "url": "/api/2014/proficiencies/medium-armor"
              },
              {
                "index": "shields",
                "name": "Shields",
                "url": "/api/2014/proficiencies/shields"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "martial-weapons",
                "name": "Martial Weapons",
                "url": "/api/2014/proficiencies/martial-weapons"
              },
              {
                "index": "saving-throw-dex",
                "name": "Saving Throw: DEX",
                "url": "/api/2014/proficiencies/saving-throw-dex"
              },
              {
                "index": "saving-throw-str",
                "name": "Saving Throw: STR",
                "url": "/api/2014/proficiencies/saving-throw-str"
              }
            ],
            "saving_throws": [
              {
                "index": "str",
                "name": "STR",
                "url": "/api/2014/ability-scores/str"
              },
              {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "longbow",
                  "name": "Longbow",
                  "url": "/api/2014/equipment/longbow"
                },
                "quantity": 1
              },
              {
                "equipment": {
                  "index": "arrow",
                  "name": "Arrow",
                  "url": "/api/2014/equipment/arrow"
                },
                "quantity": 20
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) scale mail or (b) leather armor",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "scale-mail",
                        "name": "Scale Mail",
                        "url": "/api/2014/equipment/scale-mail"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "leather-armor",
                        "name": "Leather Armor",
                        "url": "/api/2014/equipment/leather-armor"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) two shortswords or (b) two simple melee weapons",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 2,
                      "of": {
                        "index": "shortsword",
                        "name": "Shortsword",
                        "url": "/api/2014/equipment/shortsword"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "two simple melee weapons",
                        "choose": 2,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-melee-weapons",
                            "name": "Simple Melee Weapons",
                            "url": "/api/2014/equipment-categories/simple-melee-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a dungeoneer’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/ranger/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "minimum_score": 13
                },
                {
                  "ability_score": {
                    "index": "wis",
                    "name": "WIS",
                    "url": "/api/2014/ability-scores/wis"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "medium-armor",
                  "name": "Medium Armor",
                  "url": "/api/2014/proficiencies/medium-armor"
                },
                {
                  "index": "shields",
                  "name": "Shields",
                  "url": "/api/2014/proficiencies/shields"
                },
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                },
                {
                  "index": "martial-weapons",
                  "name": "Martial Weapons",
                  "url": "/api/2014/proficiencies/martial-weapons"
                }
              ],
              "proficiency_choices": [
                {
                  "choose": 1,
                  "type": "proficiencies",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-animal-handling",
                          "name": "Skill: Animal Handling",
                          "url": "/api/2014/proficiencies/skill-animal-handling"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-athletics",
                          "name": "Skill: Athletics",
                          "url": "/api/2014/proficiencies/skill-athletics"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-insight",
                          "name": "Skill: Insight",
                          "url": "/api/2014/proficiencies/skill-insight"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-investigation",
                          "name": "Skill: Investigation",
                          "url": "/api/2014/proficiencies/skill-investigation"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-nature",
                          "name": "Skill: Nature",
                          "url": "/api/2014/proficiencies/skill-nature"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-perception",
                          "name": "Skill: Perception",
                          "url": "/api/2014/proficiencies/skill-perception"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-stealth",
                          "name": "Skill: Stealth",
                          "url": "/api/2014/proficiencies/skill-stealth"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-survival",
                          "name": "Skill: Survival",
                          "url": "/api/2014/proficiencies/skill-survival"
                        }
                      }
                    ]
                  }
                }
              ]
            },
            "subclasses": [
              {
                "index": "hunter",
                "name": "Hunter",
                "url": "/api/2014/subclasses/hunter"
              }
            ],
            "spellcasting": {
              "level": 2,
              "spellcasting_ability": {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              "info": [
                {
                  "name": "Spell Slots",
                  "desc": [
                    "The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot."
                  ]
                },
                {
                  "name": "Spells Known of 1st Level and Higher",
                  "desc": [
                    "You know two 1st-level spells of your choice from the ranger spell list.",
                    "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.",
                    "Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.",
                    "Spell attack modifier = your proficiency bonus + your Wisdom modifier."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/ranger/spells",
            "url": "/api/2014/classes/ranger"
          },
          {
            "index": "rogue",
            "name": "Rogue",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth",
                "choose": 4,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-acrobatics",
                        "name": "Skill: Acrobatics",
                        "url": "/api/2014/proficiencies/skill-acrobatics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-athletics",
                        "name": "Skill: Athletics",
                        "url": "/api/2014/proficiencies/skill-athletics"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-deception",
                        "name": "Skill: Deception",
                        "url": "/api/2014/proficiencies/skill-deception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-investigation",
                        "name": "Skill: Investigation",
                        "url": "/api/2014/proficiencies/skill-investigation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-perception",
                        "name": "Skill: Perception",
                        "url": "/api/2014/proficiencies/skill-perception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-performance",
                        "name": "Skill: Performance",
                        "url": "/api/2014/proficiencies/skill-performance"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-persuasion",
                        "name": "Skill: Persuasion",
                        "url": "/api/2014/proficiencies/skill-persuasion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-sleight-of-hand",
                        "name": "Skill: Sleight of Hand",
                        "url": "/api/2014/proficiencies/skill-sleight-of-hand"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-stealth",
                        "name": "Skill: Stealth",
                        "url": "/api/2014/proficiencies/skill-stealth"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "longswords",
                "name": "Longswords",
                "url": "/api/2014/proficiencies/longswords"
              },
              {
                "index": "rapiers",
                "name": "Rapiers",
                "url": "/api/2014/proficiencies/rapiers"
              },
              {
                "index": "shortswords",
                "name": "Shortswords",
                "url": "/api/2014/proficiencies/shortswords"
              },
              {
                "index": "hand-crossbows",
                "name": "Hand crossbows",
                "url": "/api/2014/proficiencies/hand-crossbows"
              },
              {
                "index": "thieves-tools",
                "name": "Thieves' Tools",
                "url": "/api/2014/proficiencies/thieves-tools"
              },
              {
                "index": "saving-throw-dex",
                "name": "Saving Throw: DEX",
                "url": "/api/2014/proficiencies/saving-throw-dex"
              },
              {
                "index": "saving-throw-int",
                "name": "Saving Throw: INT",
                "url": "/api/2014/proficiencies/saving-throw-int"
              }
            ],
            "saving_throws": [
              {
                "index": "dex",
                "name": "DEX",
                "url": "/api/2014/ability-scores/dex"
              },
              {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "leather-armor",
                  "name": "Leather Armor",
                  "url": "/api/2014/equipment/leather-armor"
                },
                "quantity": 1
              },
              {
                "equipment": {
                  "index": "dagger",
                  "name": "Dagger",
                  "url": "/api/2014/equipment/dagger"
                },
                "quantity": 2
              },
              {
                "equipment": {
                  "index": "thieves-tools",
                  "name": "Thieves' Tools",
                  "url": "/api/2014/equipment/thieves-tools"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a rapier or (b) a shortsword",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "rapier",
                        "name": "Rapier",
                        "url": "/api/2014/equipment/rapier"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "shortsword",
                        "name": "Shortsword",
                        "url": "/api/2014/equipment/shortsword"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a shortbow and quiver of 20 arrows or (b) a shortsword",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "shortbow",
                            "name": "Shortbow",
                            "url": "/api/2014/equipment/shortbow"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "arrow",
                            "name": "Arrow",
                            "url": "/api/2014/equipment/arrow"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "shortsword",
                        "name": "Shortsword",
                        "url": "/api/2014/equipment/shortsword"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "burglars-pack",
                        "name": "Burglar's Pack",
                        "url": "/api/2014/equipment/burglars-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/rogue/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "dex",
                    "name": "DEX",
                    "url": "/api/2014/ability-scores/dex"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "thieves-tools",
                  "name": "Thieves' Tools",
                  "url": "/api/2014/proficiencies/thieves-tools"
                }
              ],
              "proficiency_choices": [
                {
                  "choose": 1,
                  "type": "proficiencies",
                  "from": {
                    "option_set_type": "options_array",
                    "options": [
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-acrobatics",
                          "name": "Skill: Acrobatics",
                          "url": "/api/2014/proficiencies/skill-acrobatics"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-athletics",
                          "name": "Skill: Athletics",
                          "url": "/api/2014/proficiencies/skill-athletics"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-deception",
                          "name": "Skill: Deception",
                          "url": "/api/2014/proficiencies/skill-deception"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-insight",
                          "name": "Skill: Insight",
                          "url": "/api/2014/proficiencies/skill-insight"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-intimidation",
                          "name": "Skill: Intimidation",
                          "url": "/api/2014/proficiencies/skill-intimidation"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-investigation",
                          "name": "Skill: Investigation",
                          "url": "/api/2014/proficiencies/skill-investigation"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-perception",
                          "name": "Skill: Perception",
                          "url": "/api/2014/proficiencies/skill-perception"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-performance",
                          "name": "Skill: Performance",
                          "url": "/api/2014/proficiencies/skill-performance"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-persuasion",
                          "name": "Skill: Persuasion",
                          "url": "/api/2014/proficiencies/skill-persuasion"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-sleight-of-hand",
                          "name": "Skill: Sleight of Hand",
                          "url": "/api/2014/proficiencies/skill-sleight-of-hand"
                        }
                      },
                      {
                        "option_type": "reference",
                        "item": {
                          "index": "skill-stealth",
                          "name": "Skill: Stealth",
                          "url": "/api/2014/proficiencies/skill-stealth"
                        }
                      }
                    ]
                  }
                }
              ]
            },
            "subclasses": [
              {
                "index": "thief",
                "name": "Thief",
                "url": "/api/2014/subclasses/thief"
              }
            ],
            "url": "/api/2014/classes/rogue"
          },
          {
            "index": "sorcerer",
            "name": "Sorcerer",
            "hit_die": 6,
            "proficiency_choices": [
              {
                "desc": "Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-arcana",
                        "name": "Skill: Arcana",
                        "url": "/api/2014/proficiencies/skill-arcana"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-deception",
                        "name": "Skill: Deception",
                        "url": "/api/2014/proficiencies/skill-deception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-persuasion",
                        "name": "Skill: Persuasion",
                        "url": "/api/2014/proficiencies/skill-persuasion"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "daggers",
                "name": "Daggers",
                "url": "/api/2014/proficiencies/daggers"
              },
              {
                "index": "darts",
                "name": "Darts",
                "url": "/api/2014/proficiencies/darts"
              },
              {
                "index": "slings",
                "name": "Slings",
                "url": "/api/2014/proficiencies/slings"
              },
              {
                "index": "quarterstaffs",
                "name": "Quarterstaffs",
                "url": "/api/2014/proficiencies/quarterstaffs"
              },
              {
                "index": "crossbows-light",
                "name": "Crossbows, light",
                "url": "/api/2014/proficiencies/crossbows-light"
              },
              {
                "index": "saving-throw-con",
                "name": "Saving Throw: CON",
                "url": "/api/2014/proficiencies/saving-throw-con"
              },
              {
                "index": "saving-throw-cha",
                "name": "Saving Throw: CHA",
                "url": "/api/2014/proficiencies/saving-throw-cha"
              }
            ],
            "saving_throws": [
              {
                "index": "con",
                "name": "CON",
                "url": "/api/2014/ability-scores/con"
              },
              {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "dagger",
                  "name": "Dagger",
                  "url": "/api/2014/equipment/dagger"
                },
                "quantity": 2
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a light crossbow and 20 bolts or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "crossbow-light",
                            "name": "Crossbow, light",
                            "url": "/api/2014/equipment/crossbow-light"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "crossbow-bolt",
                            "name": "Crossbow bolt",
                            "url": "/api/2014/equipment/crossbow-bolt"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a component pouch or (b) an arcane focus",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "component-pouch",
                        "name": "Component pouch",
                        "url": "/api/2014/equipment/component-pouch"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "arcane focus",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "arcane-foci",
                            "name": "Arcane Foci",
                            "url": "/api/2014/equipment-categories/arcane-foci"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a dungeoneer’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/sorcerer/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": []
            },
            "subclasses": [
              {
                "index": "draconic",
                "name": "Draconic",
                "url": "/api/2014/subclasses/draconic"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table."
                  ]
                },
                {
                  "name": "Spell Slots",
                  "desc": [
                    "The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot."
                  ]
                },
                {
                  "name": "Spells Known of 1st Level and Higher",
                  "desc": [
                    "You know two 1st-level spells of your choice from the sorcerer spell list.",
                    "The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. ",
                    "Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.",
                    "Spell attack modifier = your proficiency bonus + your Charisma modifier."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use an arcane focus as a spellcasting focus for your sorcerer spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/sorcerer/spells",
            "url": "/api/2014/classes/sorcerer"
          },
          {
            "index": "warlock",
            "name": "Warlock",
            "hit_die": 8,
            "proficiency_choices": [
              {
                "desc": "Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-arcana",
                        "name": "Skill: Arcana",
                        "url": "/api/2014/proficiencies/skill-arcana"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-deception",
                        "name": "Skill: Deception",
                        "url": "/api/2014/proficiencies/skill-deception"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-intimidation",
                        "name": "Skill: Intimidation",
                        "url": "/api/2014/proficiencies/skill-intimidation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-investigation",
                        "name": "Skill: Investigation",
                        "url": "/api/2014/proficiencies/skill-investigation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-nature",
                        "name": "Skill: Nature",
                        "url": "/api/2014/proficiencies/skill-nature"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "light-armor",
                "name": "Light Armor",
                "url": "/api/2014/proficiencies/light-armor"
              },
              {
                "index": "simple-weapons",
                "name": "Simple Weapons",
                "url": "/api/2014/proficiencies/simple-weapons"
              },
              {
                "index": "saving-throw-wis",
                "name": "Saving Throw: WIS",
                "url": "/api/2014/proficiencies/saving-throw-wis"
              },
              {
                "index": "saving-throw-cha",
                "name": "Saving Throw: CHA",
                "url": "/api/2014/proficiencies/saving-throw-cha"
              }
            ],
            "saving_throws": [
              {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              },
              {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "dagger",
                  "name": "Dagger",
                  "url": "/api/2014/equipment/dagger"
                },
                "quantity": 2
              },
              {
                "equipment": {
                  "index": "leather-armor",
                  "name": "Leather Armor",
                  "url": "/api/2014/equipment/leather-armor"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a light crossbow and 20 bolts or (b) any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "multiple",
                      "items": [
                        {
                          "option_type": "counted_reference",
                          "count": 1,
                          "of": {
                            "index": "crossbow-light",
                            "name": "Crossbow, light",
                            "url": "/api/2014/equipment/crossbow-light"
                          }
                        },
                        {
                          "option_type": "counted_reference",
                          "count": 20,
                          "of": {
                            "index": "crossbow-bolt",
                            "name": "Crossbow bolt",
                            "url": "/api/2014/equipment/crossbow-bolt"
                          }
                        }
                      ]
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "any simple weapon",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "simple-weapons",
                            "name": "Simple Weapons",
                            "url": "/api/2014/equipment-categories/simple-weapons"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a component pouch or (b) an arcane focus",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "component-pouch",
                        "name": "Component pouch",
                        "url": "/api/2014/equipment/component-pouch"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "arcane focus",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "arcane-foci",
                            "name": "Arcane Foci",
                            "url": "/api/2014/equipment-categories/arcane-foci"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a scholar’s pack or (b) a dungeoneer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "scholars-pack",
                        "name": "Scholar's Pack",
                        "url": "/api/2014/equipment/scholars-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dungeoneers-pack",
                        "name": "Dungeoneer's Pack",
                        "url": "/api/2014/equipment/dungeoneers-pack"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "any simple weapon",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "equipment_category",
                  "equipment_category": {
                    "index": "simple-weapons",
                    "name": "Simple Weapons",
                    "url": "/api/2014/equipment-categories/simple-weapons"
                  }
                }
              }
            ],
            "class_levels": "/api/2014/classes/warlock/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "cha",
                    "name": "CHA",
                    "url": "/api/2014/ability-scores/cha"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": [
                {
                  "index": "light-armor",
                  "name": "Light Armor",
                  "url": "/api/2014/proficiencies/light-armor"
                },
                {
                  "index": "simple-weapons",
                  "name": "Simple Weapons",
                  "url": "/api/2014/proficiencies/simple-weapons"
                }
              ]
            },
            "subclasses": [
              {
                "index": "fiend",
                "name": "Fiend",
                "url": "/api/2014/subclasses/fiend"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "cha",
                "name": "CHA",
                "url": "/api/2014/ability-scores/cha"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table."
                  ]
                },
                {
                  "name": "Spell Slots",
                  "desc": [
                    "The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.",
                    "For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell."
                  ]
                },
                {
                  "name": "Spells Known of 1st Level and Higher",
                  "desc": [
                    "At 1st level, you know two 1st-level spells of your choice from the warlock spell list.",
                    "The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. ",
                    "A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.",
                    "Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Charisma modifier.",
                    "Spell attack modifier = your proficiency bonus + your Charisma modifier."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use an arcane focus as a spellcasting focus for your warlock spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/warlock/spells",
            "url": "/api/2014/classes/warlock"
          },
          {
            "index": "wizard",
            "name": "Wizard",
            "hit_die": 6,
            "proficiency_choices": [
              {
                "desc": "Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion",
                "choose": 2,
                "type": "proficiencies",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-arcana",
                        "name": "Skill: Arcana",
                        "url": "/api/2014/proficiencies/skill-arcana"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-history",
                        "name": "Skill: History",
                        "url": "/api/2014/proficiencies/skill-history"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-insight",
                        "name": "Skill: Insight",
                        "url": "/api/2014/proficiencies/skill-insight"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-investigation",
                        "name": "Skill: Investigation",
                        "url": "/api/2014/proficiencies/skill-investigation"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-medicine",
                        "name": "Skill: Medicine",
                        "url": "/api/2014/proficiencies/skill-medicine"
                      }
                    },
                    {
                      "option_type": "reference",
                      "item": {
                        "index": "skill-religion",
                        "name": "Skill: Religion",
                        "url": "/api/2014/proficiencies/skill-religion"
                      }
                    }
                  ]
                }
              }
            ],
            "proficiencies": [
              {
                "index": "daggers",
                "name": "Daggers",
                "url": "/api/2014/proficiencies/daggers"
              },
              {
                "index": "darts",
                "name": "Darts",
                "url": "/api/2014/proficiencies/darts"
              },
              {
                "index": "slings",
                "name": "Slings",
                "url": "/api/2014/proficiencies/slings"
              },
              {
                "index": "quarterstaffs",
                "name": "Quarterstaffs",
                "url": "/api/2014/proficiencies/quarterstaffs"
              },
              {
                "index": "crossbows-light",
                "name": "Crossbows, light",
                "url": "/api/2014/proficiencies/crossbows-light"
              },
              {
                "index": "saving-throw-int",
                "name": "Saving Throw: INT",
                "url": "/api/2014/proficiencies/saving-throw-int"
              },
              {
                "index": "saving-throw-wis",
                "name": "Saving Throw: WIS",
                "url": "/api/2014/proficiencies/saving-throw-wis"
              }
            ],
            "saving_throws": [
              {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              },
              {
                "index": "wis",
                "name": "WIS",
                "url": "/api/2014/ability-scores/wis"
              }
            ],
            "starting_equipment": [
              {
                "equipment": {
                  "index": "spellbook",
                  "name": "Spellbook",
                  "url": "/api/2014/equipment/spellbook"
                },
                "quantity": 1
              }
            ],
            "starting_equipment_options": [
              {
                "desc": "(a) a quarterstaff or (b) a dagger",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "quarterstaff",
                        "name": "Quarterstaff",
                        "url": "/api/2014/equipment/quarterstaff"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "dagger",
                        "name": "Dagger",
                        "url": "/api/2014/equipment/dagger"
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a component pouch or (b) an arcane focus",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "component-pouch",
                        "name": "Component pouch",
                        "url": "/api/2014/equipment/component-pouch"
                      }
                    },
                    {
                      "option_type": "choice",
                      "choice": {
                        "desc": "arcane focus",
                        "choose": 1,
                        "type": "equipment",
                        "from": {
                          "option_set_type": "equipment_category",
                          "equipment_category": {
                            "index": "arcane-foci",
                            "name": "Arcane Foci",
                            "url": "/api/2014/equipment-categories/arcane-foci"
                          }
                        }
                      }
                    }
                  ]
                }
              },
              {
                "desc": "(a) a scholar’s pack or (b) an explorer’s pack",
                "choose": 1,
                "type": "equipment",
                "from": {
                  "option_set_type": "options_array",
                  "options": [
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "scholars-pack",
                        "name": "Scholar's Pack",
                        "url": "/api/2014/equipment/scholars-pack"
                      }
                    },
                    {
                      "option_type": "counted_reference",
                      "count": 1,
                      "of": {
                        "index": "explorers-pack",
                        "name": "Explorer's Pack",
                        "url": "/api/2014/equipment/explorers-pack"
                      }
                    }
                  ]
                }
              }
            ],
            "class_levels": "/api/2014/classes/wizard/levels",
            "multi_classing": {
              "prerequisites": [
                {
                  "ability_score": {
                    "index": "int",
                    "name": "INT",
                    "url": "/api/2014/ability-scores/int"
                  },
                  "minimum_score": 13
                }
              ],
              "proficiencies": []
            },
            "subclasses": [
              {
                "index": "evocation",
                "name": "Evocation",
                "url": "/api/2014/subclasses/evocation"
              }
            ],
            "spellcasting": {
              "level": 1,
              "spellcasting_ability": {
                "index": "int",
                "name": "INT",
                "url": "/api/2014/ability-scores/int"
              },
              "info": [
                {
                  "name": "Cantrips",
                  "desc": [
                    "At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table."
                  ]
                },
                {
                  "name": "Spellbook",
                  "desc": [
                    "At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind."
                  ]
                },
                {
                  "name": "Preparing and Casting Spells",
                  "desc": [
                    "The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
                    "You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.",
                    "For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
                    "You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list."
                  ]
                },
                {
                  "name": "Spellcasting Ability",
                  "desc": [
                    "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.",
                    "Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.",
                    "Spell attack modifier = your proficiency bonus + your Intelligence modifier."
                  ]
                },
                {
                  "name": "Ritual Casting",
                  "desc": [
                    "You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared."
                  ]
                },
                {
                  "name": "Spellcasting Focus",
                  "desc": [
                    "You can use an arcane focus as a spellcasting focus for your wizard spells."
                  ]
                }
              ]
            },
            "spells": "/api/2014/classes/wizard/spells",
            "url": "/api/2014/classes/wizard"
          }
        ]
      },
      "equipment": {
        "label": "Equipment",
        "color": "#7f8c8d",
        "displayField": "name",
        "searchFields": [
          "name",
          "equipment_category.name"
        ],
        "tag": {
          "field": "equipment_category.name"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{equipment_category.name}",
            "{cost.quantity} {cost.unit}"
          ],
          "description": "desc[0]"
        },
        "linkPath": null,
        "count": 237,
        "items": [
          {
            "index": "club",
            "name": "Club",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "url": "/api/2014/equipment/club"
          },
          {
            "index": "dagger",
            "name": "Dagger",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 1,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              },
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "url": "/api/2014/equipment/dagger"
          },
          {
            "index": "greatclub",
            "name": "Greatclub",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 2,
              "unit": "sp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 10,
            "properties": [
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/greatclub"
          },
          {
            "index": "handaxe",
            "name": "Handaxe",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "url": "/api/2014/equipment/handaxe"
          },
          {
            "index": "javelin",
            "name": "Javelin",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "throw_range": {
              "normal": 30,
              "long": 120
            },
            "url": "/api/2014/equipment/javelin"
          },
          {
            "index": "light-hammer",
            "name": "Light hammer",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "url": "/api/2014/equipment/light-hammer"
          },
          {
            "index": "mace",
            "name": "Mace",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 4,
            "properties": [
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "url": "/api/2014/equipment/mace"
          },
          {
            "index": "quarterstaff",
            "name": "Quarterstaff",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 2,
              "unit": "sp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 4,
            "properties": [
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "two_handed_damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "url": "/api/2014/equipment/quarterstaff"
          },
          {
            "index": "sickle",
            "name": "Sickle",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "url": "/api/2014/equipment/sickle"
          },
          {
            "index": "spear",
            "name": "Spear",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Melee",
            "category_range": "Simple Melee",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 3,
            "properties": [
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "two_handed_damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "url": "/api/2014/equipment/spear"
          },
          {
            "index": "crossbow-light",
            "name": "Crossbow, light",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Ranged",
            "category_range": "Simple Ranged",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 80,
              "long": 320
            },
            "weight": 5,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "loading",
                "name": "Loading",
                "url": "/api/2014/weapon-properties/loading"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/crossbow-light"
          },
          {
            "index": "dart",
            "name": "Dart",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Ranged",
            "category_range": "Simple Ranged",
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 20,
              "long": 60
            },
            "weight": 0.25,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              },
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "url": "/api/2014/equipment/dart"
          },
          {
            "index": "shortbow",
            "name": "Shortbow",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Ranged",
            "category_range": "Simple Ranged",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 80,
              "long": 320
            },
            "weight": 2,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/shortbow"
          },
          {
            "index": "sling",
            "name": "Sling",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Simple",
            "weapon_range": "Ranged",
            "category_range": "Simple Ranged",
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 30,
              "long": 120
            },
            "weight": 0,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              }
            ],
            "url": "/api/2014/equipment/sling"
          },
          {
            "index": "battleaxe",
            "name": "Battleaxe",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 4,
            "properties": [
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              }
            ],
            "two_handed_damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "url": "/api/2014/equipment/battleaxe"
          },
          {
            "index": "flail",
            "name": "Flail",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [],
            "url": "/api/2014/equipment/flail"
          },
          {
            "index": "glaive",
            "name": "Glaive",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 6,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "reach",
                "name": "Reach",
                "url": "/api/2014/weapon-properties/reach"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/glaive"
          },
          {
            "index": "greataxe",
            "name": "Greataxe",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d12",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 7,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/greataxe"
          },
          {
            "index": "greatsword",
            "name": "Greatsword",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "2d6",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 6,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/greatsword"
          },
          {
            "index": "halberd",
            "name": "Halberd",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 6,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "reach",
                "name": "Reach",
                "url": "/api/2014/weapon-properties/reach"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/halberd"
          },
          {
            "index": "lance",
            "name": "Lance",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d12",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 6,
            "properties": [
              {
                "index": "reach",
                "name": "Reach",
                "url": "/api/2014/weapon-properties/reach"
              },
              {
                "index": "special",
                "name": "Special",
                "url": "/api/2014/weapon-properties/special"
              }
            ],
            "special": [
              "You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."
            ],
            "url": "/api/2014/equipment/lance"
          },
          {
            "index": "longsword",
            "name": "Longsword",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 3,
            "properties": [
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              }
            ],
            "two_handed_damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "url": "/api/2014/equipment/longsword"
          },
          {
            "index": "maul",
            "name": "Maul",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "2d6",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 10,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/maul"
          },
          {
            "index": "morningstar",
            "name": "Morningstar",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 4,
            "properties": [],
            "url": "/api/2014/equipment/morningstar"
          },
          {
            "index": "pike",
            "name": "Pike",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 18,
            "properties": [
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "reach",
                "name": "Reach",
                "url": "/api/2014/weapon-properties/reach"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/pike"
          },
          {
            "index": "rapier",
            "name": "Rapier",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              }
            ],
            "url": "/api/2014/equipment/rapier"
          },
          {
            "index": "scimitar",
            "name": "Scimitar",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 3,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              },
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              }
            ],
            "url": "/api/2014/equipment/scimitar"
          },
          {
            "index": "shortsword",
            "name": "Shortsword",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              },
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "monk",
                "name": "Monk",
                "url": "/api/2014/weapon-properties/monk"
              }
            ],
            "url": "/api/2014/equipment/shortsword"
          },
          {
            "index": "trident",
            "name": "Trident",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 4,
            "properties": [
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              }
            ],
            "throw_range": {
              "normal": 20,
              "long": 60
            },
            "two_handed_damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "url": "/api/2014/equipment/trident"
          },
          {
            "index": "war-pick",
            "name": "War pick",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [],
            "url": "/api/2014/equipment/war-pick"
          },
          {
            "index": "warhammer",
            "name": "Warhammer",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 2,
            "properties": [
              {
                "index": "versatile",
                "name": "Versatile",
                "url": "/api/2014/weapon-properties/versatile"
              }
            ],
            "two_handed_damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "bludgeoning",
                "name": "Bludgeoning",
                "url": "/api/2014/damage-types/bludgeoning"
              }
            },
            "url": "/api/2014/equipment/warhammer"
          },
          {
            "index": "whip",
            "name": "Whip",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Melee",
            "category_range": "Martial Melee",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d4",
              "damage_type": {
                "index": "slashing",
                "name": "Slashing",
                "url": "/api/2014/damage-types/slashing"
              }
            },
            "range": {
              "normal": 5
            },
            "weight": 3,
            "properties": [
              {
                "index": "finesse",
                "name": "Finesse",
                "url": "/api/2014/weapon-properties/finesse"
              },
              {
                "index": "reach",
                "name": "Reach",
                "url": "/api/2014/weapon-properties/reach"
              }
            ],
            "url": "/api/2014/equipment/whip"
          },
          {
            "index": "blowgun",
            "name": "Blowgun",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Ranged",
            "category_range": "Martial Ranged",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 25,
              "long": 100
            },
            "weight": 1,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "loading",
                "name": "Loading",
                "url": "/api/2014/weapon-properties/loading"
              }
            ],
            "url": "/api/2014/equipment/blowgun"
          },
          {
            "index": "crossbow-hand",
            "name": "Crossbow, hand",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Ranged",
            "category_range": "Martial Ranged",
            "cost": {
              "quantity": 75,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d6",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 30,
              "long": 120
            },
            "weight": 3,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "light",
                "name": "Light",
                "url": "/api/2014/weapon-properties/light"
              },
              {
                "index": "loading",
                "name": "Loading",
                "url": "/api/2014/weapon-properties/loading"
              }
            ],
            "url": "/api/2014/equipment/crossbow-hand"
          },
          {
            "index": "crossbow-heavy",
            "name": "Crossbow, heavy",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Ranged",
            "category_range": "Martial Ranged",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d10",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 100,
              "long": 400
            },
            "weight": 18,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "loading",
                "name": "Loading",
                "url": "/api/2014/weapon-properties/loading"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "image": "/api/images/equipment/crossbow-heavy.png",
            "url": "/api/2014/equipment/crossbow-heavy"
          },
          {
            "index": "longbow",
            "name": "Longbow",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Ranged",
            "category_range": "Martial Ranged",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "damage": {
              "damage_dice": "1d8",
              "damage_type": {
                "index": "piercing",
                "name": "Piercing",
                "url": "/api/2014/damage-types/piercing"
              }
            },
            "range": {
              "normal": 150,
              "long": 600
            },
            "weight": 2,
            "properties": [
              {
                "index": "ammunition",
                "name": "Ammunition",
                "url": "/api/2014/weapon-properties/ammunition"
              },
              {
                "index": "heavy",
                "name": "Heavy",
                "url": "/api/2014/weapon-properties/heavy"
              },
              {
                "index": "two-handed",
                "name": "Two-Handed",
                "url": "/api/2014/weapon-properties/two-handed"
              }
            ],
            "url": "/api/2014/equipment/longbow"
          },
          {
            "index": "net",
            "name": "Net",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "weapon_category": "Martial",
            "weapon_range": "Ranged",
            "category_range": "Martial Ranged",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "range": {
              "normal": 5,
              "long": 15
            },
            "weight": 3,
            "properties": [
              {
                "index": "thrown",
                "name": "Thrown",
                "url": "/api/2014/weapon-properties/thrown"
              },
              {
                "index": "special",
                "name": "Special",
                "url": "/api/2014/weapon-properties/special"
              }
            ],
            "special": [
              "A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."
            ],
            "throw_range": {
              "normal": 5,
              "long": 15
            },
            "url": "/api/2014/equipment/net"
          },
          {
            "index": "padded-armor",
            "name": "Padded Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Light",
            "armor_class": {
              "base": 11,
              "dex_bonus": true
            },
            "str_minimum": 0,
            "stealth_disadvantage": true,
            "weight": 8,
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/padded-armor"
          },
          {
            "index": "leather-armor",
            "name": "Leather Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Light",
            "armor_class": {
              "base": 11,
              "dex_bonus": true
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 10,
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/leather-armor"
          },
          {
            "index": "studded-leather-armor",
            "name": "Studded Leather Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Light",
            "armor_class": {
              "base": 12,
              "dex_bonus": true
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 13,
            "cost": {
              "quantity": 45,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/studded-leather-armor"
          },
          {
            "index": "hide-armor",
            "name": "Hide Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Medium",
            "armor_class": {
              "base": 12,
              "dex_bonus": true,
              "max_bonus": 2
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 12,
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/hide-armor"
          },
          {
            "index": "chain-shirt",
            "name": "Chain Shirt",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Medium",
            "armor_class": {
              "base": 13,
              "dex_bonus": true,
              "max_bonus": 2
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 20,
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/chain-shirt"
          },
          {
            "index": "scale-mail",
            "name": "Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Medium",
            "armor_class": {
              "base": 14,
              "dex_bonus": true,
              "max_bonus": 2
            },
            "str_minimum": 0,
            "stealth_disadvantage": true,
            "weight": 45,
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/scale-mail"
          },
          {
            "index": "breastplate",
            "name": "Breastplate",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Medium",
            "armor_class": {
              "base": 14,
              "dex_bonus": true,
              "max_bonus": 2
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 20,
            "cost": {
              "quantity": 400,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/breastplate"
          },
          {
            "index": "half-plate-armor",
            "name": "Half Plate Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Medium",
            "armor_class": {
              "base": 15,
              "dex_bonus": true,
              "max_bonus": 2
            },
            "str_minimum": 0,
            "stealth_disadvantage": true,
            "weight": 40,
            "cost": {
              "quantity": 750,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/half-plate-armor"
          },
          {
            "index": "ring-mail",
            "name": "Ring Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Heavy",
            "armor_class": {
              "base": 14,
              "dex_bonus": false
            },
            "str_minimum": 0,
            "stealth_disadvantage": true,
            "weight": 40,
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/ring-mail"
          },
          {
            "index": "chain-mail",
            "name": "Chain Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Heavy",
            "armor_class": {
              "base": 16,
              "dex_bonus": false
            },
            "str_minimum": 13,
            "stealth_disadvantage": true,
            "weight": 55,
            "cost": {
              "quantity": 75,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/chain-mail"
          },
          {
            "index": "splint-armor",
            "name": "Splint Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Heavy",
            "armor_class": {
              "base": 17,
              "dex_bonus": false
            },
            "str_minimum": 15,
            "stealth_disadvantage": true,
            "weight": 60,
            "cost": {
              "quantity": 200,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/splint-armor"
          },
          {
            "index": "plate-armor",
            "name": "Plate Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Heavy",
            "armor_class": {
              "base": 18,
              "dex_bonus": false
            },
            "str_minimum": 15,
            "stealth_disadvantage": true,
            "weight": 65,
            "cost": {
              "quantity": 1500,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/plate-armor"
          },
          {
            "index": "shield",
            "name": "Shield",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "armor_category": "Shield",
            "armor_class": {
              "base": 2,
              "dex_bonus": false
            },
            "str_minimum": 0,
            "stealth_disadvantage": false,
            "weight": 6,
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "url": "/api/2014/equipment/shield"
          },
          {
            "index": "abacus",
            "name": "Abacus",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 2,
            "url": "/api/2014/equipment/abacus"
          },
          {
            "index": "acid-vial",
            "name": "Acid (vial)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon.",
              "On a hit, the target takes 2d6 acid damage."
            ],
            "url": "/api/2014/equipment/acid-vial"
          },
          {
            "index": "alchemists-fire-flask",
            "name": "Alchemist's fire (flask)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "desc": [
              "This sticky, adhesive fluid ignites when exposed to air.",
              "As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon.",
              "On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."
            ],
            "weight": 1,
            "url": "/api/2014/equipment/alchemists-fire-flask"
          },
          {
            "index": "alms-box",
            "name": "Alms box",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A small box for alms, typically found in a priest's pack."
            ],
            "url": "/api/2014/equipment/alms-box"
          },
          {
            "index": "arrow",
            "name": "Arrow",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "quantity": 20,
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1,
            "url": "/api/2014/equipment/arrow"
          },
          {
            "index": "block-of-incense",
            "name": "Block of incense",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A block of incense, typically found in a priest's pack."
            ],
            "url": "/api/2014/equipment/block-of-incense"
          },
          {
            "index": "blowgun-needle",
            "name": "Blowgun needle",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "quantity": 50,
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1,
            "url": "/api/2014/equipment/blowgun-needle"
          },
          {
            "index": "censer",
            "name": "Censer",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A censer, typically found in a priest's pack."
            ],
            "url": "/api/2014/equipment/censer"
          },
          {
            "index": "crossbow-bolt",
            "name": "Crossbow bolt",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "quantity": 20,
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1.5,
            "url": "/api/2014/equipment/crossbow-bolt"
          },
          {
            "index": "sling-bullet",
            "name": "Sling bullet",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "quantity": 20,
            "cost": {
              "quantity": 4,
              "unit": "cp"
            },
            "weight": 1.5,
            "url": "/api/2014/equipment/sling-bullet"
          },
          {
            "index": "amulet",
            "name": "Amulet",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "holy-symbols",
              "name": "Holy Symbols",
              "url": "/api/2014/equipment-categories/holy-symbols"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.",
              "Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."
            ],
            "url": "/api/2014/equipment/amulet"
          },
          {
            "index": "antitoxin-vial",
            "name": "Antitoxin (vial)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."
            ],
            "url": "/api/2014/equipment/antitoxin-vial"
          },
          {
            "index": "crystal",
            "name": "Crystal",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "arcane-foci",
              "name": "Arcane Foci",
              "url": "/api/2014/equipment-categories/arcane-foci"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/crystal"
          },
          {
            "index": "orb",
            "name": "Orb",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "arcane-foci",
              "name": "Arcane Foci",
              "url": "/api/2014/equipment-categories/arcane-foci"
            },
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/orb"
          },
          {
            "index": "rod",
            "name": "Rod",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "arcane-foci",
              "name": "Arcane Foci",
              "url": "/api/2014/equipment-categories/arcane-foci"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/rod"
          },
          {
            "index": "staff",
            "name": "Staff",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "arcane-foci",
              "name": "Arcane Foci",
              "url": "/api/2014/equipment-categories/arcane-foci"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 4,
            "desc": [
              "An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/staff"
          },
          {
            "index": "wand",
            "name": "Wand",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "arcane-foci",
              "name": "Arcane Foci",
              "url": "/api/2014/equipment-categories/arcane-foci"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/wand"
          },
          {
            "index": "backpack",
            "name": "Backpack",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 5,
            "url": "/api/2014/equipment/backpack"
          },
          {
            "index": "ball-bearings-bag-of-1000",
            "name": "Ball bearings (bag of 1,000)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side.",
              "A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone.",
              "A creature moving through the area at half speed doesn't need to make the save."
            ],
            "image": "/api/images/equipment/ball-bearings-bag-of-1000.png",
            "url": "/api/2014/equipment/ball-bearings-bag-of-1000"
          },
          {
            "index": "barrel",
            "name": "Barrel",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 70,
            "url": "/api/2014/equipment/barrel"
          },
          {
            "index": "basket",
            "name": "Basket",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 4,
              "unit": "sp"
            },
            "weight": 2,
            "url": "/api/2014/equipment/basket"
          },
          {
            "index": "bedroll",
            "name": "Bedroll",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 7,
            "url": "/api/2014/equipment/bedroll"
          },
          {
            "index": "bell",
            "name": "Bell",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/bell"
          },
          {
            "index": "blanket",
            "name": "Blanket",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 3,
            "url": "/api/2014/equipment/blanket"
          },
          {
            "index": "block-and-tackle",
            "name": "Block and tackle",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."
            ],
            "url": "/api/2014/equipment/block-and-tackle"
          },
          {
            "index": "book",
            "name": "Book",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."
            ],
            "url": "/api/2014/equipment/book"
          },
          {
            "index": "bottle-glass",
            "name": "Bottle, glass",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 2,
            "url": "/api/2014/equipment/bottle-glass"
          },
          {
            "index": "bucket",
            "name": "Bucket",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 2,
            "url": "/api/2014/equipment/bucket"
          },
          {
            "index": "caltrops",
            "name": "Caltrops",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 2,
            "desc": [
              "As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side.",
              "Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage.",
              "Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point.",
              "A creature moving through the area at half speed doesn't need to make the save."
            ],
            "url": "/api/2014/equipment/caltrops"
          },
          {
            "index": "candle",
            "name": "Candle",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."
            ],
            "url": "/api/2014/equipment/candle"
          },
          {
            "index": "case-crossbow-bolt",
            "name": "Case, crossbow bolt",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "This wooden case can hold up to twenty crossbow bolts."
            ],
            "url": "/api/2014/equipment/case-crossbow-bolt"
          },
          {
            "index": "case-map-or-scroll",
            "name": "Case, map or scroll",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."
            ],
            "url": "/api/2014/equipment/case-map-or-scroll"
          },
          {
            "index": "chain-10-feet",
            "name": "Chain (10 feet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 10,
            "desc": [
              "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."
            ],
            "url": "/api/2014/equipment/chain-10-feet"
          },
          {
            "index": "chalk-1-piece",
            "name": "Chalk (1 piece)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "cp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/chalk-1-piece"
          },
          {
            "index": "chest",
            "name": "Chest",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 25,
            "url": "/api/2014/equipment/chest"
          },
          {
            "index": "clothes-common",
            "name": "Clothes, common",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 3,
            "url": "/api/2014/equipment/clothes-common"
          },
          {
            "index": "clothes-costume",
            "name": "Clothes, costume",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 4,
            "url": "/api/2014/equipment/clothes-costume"
          },
          {
            "index": "clothes-fine",
            "name": "Clothes, fine",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "weight": 6,
            "url": "/api/2014/equipment/clothes-fine"
          },
          {
            "index": "clothes-travelers",
            "name": "Clothes, traveler's",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 4,
            "url": "/api/2014/equipment/clothes-travelers"
          },
          {
            "index": "component-pouch",
            "name": "Component pouch",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."
            ],
            "url": "/api/2014/equipment/component-pouch"
          },
          {
            "index": "crowbar",
            "name": "Crowbar",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."
            ],
            "url": "/api/2014/equipment/crowbar"
          },
          {
            "index": "sprig-of-mistletoe",
            "name": "Sprig of mistletoe",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "druidic-foci",
              "name": "Druidic Foci",
              "url": "/api/2014/equipment-categories/druidic-foci"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/sprig-of-mistletoe"
          },
          {
            "index": "totem",
            "name": "Totem",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "druidic-foci",
              "name": "Druidic Foci",
              "url": "/api/2014/equipment-categories/druidic-foci"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/totem"
          },
          {
            "index": "wooden-staff",
            "name": "Wooden staff",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "druidic-foci",
              "name": "Druidic Foci",
              "url": "/api/2014/equipment-categories/druidic-foci"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 4,
            "desc": [
              "A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/wooden-staff"
          },
          {
            "index": "yew-wand",
            "name": "Yew wand",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "druidic-foci",
              "name": "Druidic Foci",
              "url": "/api/2014/equipment-categories/druidic-foci"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus."
            ],
            "url": "/api/2014/equipment/yew-wand"
          },
          {
            "index": "emblem",
            "name": "Emblem",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "holy-symbols",
              "name": "Holy Symbols",
              "url": "/api/2014/equipment-categories/holy-symbols"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.",
              "Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."
            ],
            "url": "/api/2014/equipment/emblem"
          },
          {
            "index": "fishing-tackle",
            "name": "Fishing tackle",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 4,
            "desc": [
              "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."
            ],
            "url": "/api/2014/equipment/fishing-tackle"
          },
          {
            "index": "flask-or-tankard",
            "name": "Flask or tankard",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "cp"
            },
            "weight": 1,
            "url": "/api/2014/equipment/flask-or-tankard"
          },
          {
            "index": "grappling-hook",
            "name": "Grappling hook",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 4,
            "url": "/api/2014/equipment/grappling-hook"
          },
          {
            "index": "hammer",
            "name": "Hammer",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 3,
            "url": "/api/2014/equipment/hammer"
          },
          {
            "index": "hammer-sledge",
            "name": "Hammer, sledge",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 10,
            "url": "/api/2014/equipment/hammer-sledge"
          },
          {
            "index": "holy-water-flask",
            "name": "Holy water (flask)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon.",
              "If the target is a fiend or undead, it takes 2d6 radiant damage.",
              "A cleric or paladin may create holy water by performing a special ritual.",
              "The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."
            ],
            "url": "/api/2014/equipment/holy-water-flask"
          },
          {
            "index": "hourglass",
            "name": "Hourglass",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 1,
            "url": "/api/2014/equipment/hourglass"
          },
          {
            "index": "hunting-trap",
            "name": "Hunting trap",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "desc": [
              "When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground.",
              "A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long).",
              "A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."
            ],
            "weight": 25,
            "url": "/api/2014/equipment/hunting-trap"
          },
          {
            "index": "ink-1-ounce-bottle",
            "name": "Ink (1 ounce bottle)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/ink-1-ounce-bottle"
          },
          {
            "index": "ink-pen",
            "name": "Ink pen",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "cp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/ink-pen"
          },
          {
            "index": "jug-or-pitcher",
            "name": "Jug or pitcher",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "cp"
            },
            "weight": 4,
            "url": "/api/2014/equipment/jug-or-pitcher"
          },
          {
            "index": "climbers-kit",
            "name": "Climber's Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 12,
            "desc": [
              "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."
            ],
            "url": "/api/2014/equipment/climbers-kit"
          },
          {
            "index": "disguise-kit",
            "name": "Disguise Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."
            ],
            "url": "/api/2014/equipment/disguise-kit"
          },
          {
            "index": "forgery-kit",
            "name": "Forgery Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."
            ],
            "url": "/api/2014/equipment/forgery-kit"
          },
          {
            "index": "herbalism-kit",
            "name": "Herbalism Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."
            ],
            "url": "/api/2014/equipment/herbalism-kit"
          },
          {
            "index": "healers-kit",
            "name": "Healer's Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check."
            ],
            "url": "/api/2014/equipment/healers-kit"
          },
          {
            "index": "mess-kit",
            "name": "Mess Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 2,
              "unit": "sp"
            },
            "weight": 1,
            "desc": [
              "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."
            ],
            "url": "/api/2014/equipment/mess-kit"
          },
          {
            "index": "poisoners-kit",
            "name": "Poisoner's Kit",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "kits",
              "name": "Kits",
              "url": "/api/2014/equipment-categories/kits"
            },
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."
            ],
            "url": "/api/2014/equipment/poisoners-kit"
          },
          {
            "index": "ladder-10-foot",
            "name": "Ladder (10-foot)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "weight": 25,
            "url": "/api/2014/equipment/ladder-10-foot"
          },
          {
            "index": "lamp",
            "name": "Lamp",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 1,
            "desc": [
              "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."
            ],
            "url": "/api/2014/equipment/lamp"
          },
          {
            "index": "lantern-bullseye",
            "name": "Lantern, bullseye",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."
            ],
            "url": "/api/2014/equipment/lantern-bullseye"
          },
          {
            "index": "lantern-hooded",
            "name": "Lantern, hooded",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."
            ],
            "url": "/api/2014/equipment/lantern-hooded"
          },
          {
            "index": "little-bag-of-sand",
            "name": "Little bag of sand",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A small bag of sand, typically found in a scholar's pack."
            ],
            "url": "/api/2014/equipment/little-bag-of-sand"
          },
          {
            "index": "lock",
            "name": "Lock",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices."
            ],
            "url": "/api/2014/equipment/lock"
          },
          {
            "index": "magnifying-glass",
            "name": "Magnifying glass",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 100,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.",
              "A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."
            ],
            "url": "/api/2014/equipment/magnifying-glass"
          },
          {
            "index": "manacles",
            "name": "Manacles",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 6,
            "desc": [
              "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check.",
              "Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."
            ],
            "url": "/api/2014/equipment/manacles"
          },
          {
            "index": "mirror-steel",
            "name": "Mirror, steel",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 0.5,
            "url": "/api/2014/equipment/mirror-steel"
          },
          {
            "index": "oil-flask",
            "name": "Oil (flask)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "weight": 1,
            "desc": [
              "Oil usually comes in a clay flask that holds 1 pint.",
              "As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.",
              "On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.",
              "You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.",
              "If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."
            ],
            "url": "/api/2014/equipment/oil-flask"
          },
          {
            "index": "paper-one-sheet",
            "name": "Paper (one sheet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "sp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/paper-one-sheet"
          },
          {
            "index": "parchment-one-sheet",
            "name": "Parchment (one sheet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/parchment-one-sheet"
          },
          {
            "index": "perfume-vial",
            "name": "Perfume (vial)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/perfume-vial"
          },
          {
            "index": "pick-miners",
            "name": "Pick, miner's",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 10,
            "url": "/api/2014/equipment/pick-miners"
          },
          {
            "index": "piton",
            "name": "Piton",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 0.25,
            "url": "/api/2014/equipment/piton"
          },
          {
            "index": "poison-basic-vial",
            "name": "Poison, basic (vial)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 100,
              "unit": "gp"
            },
            "weight": 0,
            "desc": [
              "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."
            ],
            "url": "/api/2014/equipment/poison-basic-vial"
          },
          {
            "index": "pole-10-foot",
            "name": "Pole (10-foot)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 7,
            "url": "/api/2014/equipment/pole-10-foot"
          },
          {
            "index": "pot-iron",
            "name": "Pot, iron",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 10,
            "url": "/api/2014/equipment/pot-iron"
          },
          {
            "index": "pouch",
            "name": "Pouch",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 1,
            "desc": [
              "A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."
            ],
            "url": "/api/2014/equipment/pouch"
          },
          {
            "index": "quiver",
            "name": "Quiver",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "A quiver can hold up to 20 arrows."
            ],
            "url": "/api/2014/equipment/quiver"
          },
          {
            "index": "ram-portable",
            "name": "Ram, portable",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 4,
              "unit": "gp"
            },
            "weight": 35,
            "desc": [
              "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."
            ],
            "url": "/api/2014/equipment/ram-portable"
          },
          {
            "index": "rations-1-day",
            "name": "Rations (1 day)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 2,
            "desc": [
              "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."
            ],
            "url": "/api/2014/equipment/rations-1-day"
          },
          {
            "index": "reliquary",
            "name": "Reliquary",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "holy-symbols",
              "name": "Holy Symbols",
              "url": "/api/2014/equipment-categories/holy-symbols"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.",
              "Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."
            ],
            "url": "/api/2014/equipment/reliquary"
          },
          {
            "index": "robes",
            "name": "Robes",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 4,
            "url": "/api/2014/equipment/robes"
          },
          {
            "index": "rope-hempen-50-feet",
            "name": "Rope, hempen (50 feet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 10,
            "desc": [
              "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check."
            ],
            "url": "/api/2014/equipment/rope-hempen-50-feet"
          },
          {
            "index": "rope-silk-50-feet",
            "name": "Rope, silk (50 feet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check."
            ],
            "url": "/api/2014/equipment/rope-silk-50-feet"
          },
          {
            "index": "sack",
            "name": "Sack",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "cp"
            },
            "weight": 0.5,
            "url": "/api/2014/equipment/sack"
          },
          {
            "index": "scale-merchants",
            "name": "Scale, merchant's",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."
            ],
            "url": "/api/2014/equipment/scale-merchants"
          },
          {
            "index": "sealing-wax",
            "name": "Sealing wax",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/sealing-wax"
          },
          {
            "index": "shovel",
            "name": "Shovel",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 5,
            "url": "/api/2014/equipment/shovel"
          },
          {
            "index": "signal-whistle",
            "name": "Signal whistle",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/signal-whistle"
          },
          {
            "index": "signet-ring",
            "name": "Signet ring",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/signet-ring"
          },
          {
            "index": "small-knife",
            "name": "Small knife",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A small knife, typically found in a scholar's pack."
            ],
            "url": "/api/2014/equipment/small-knife"
          },
          {
            "index": "soap",
            "name": "Soap",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "cp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/soap"
          },
          {
            "index": "spellbook",
            "name": "Spellbook",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."
            ],
            "url": "/api/2014/equipment/spellbook"
          },
          {
            "index": "spike-iron",
            "name": "Spike, iron",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "weight": 5,
            "url": "/api/2014/equipment/spike-iron"
          },
          {
            "index": "spyglass",
            "name": "Spyglass",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1000,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "Objects viewed through a spyglass are magnified to twice their size."
            ],
            "url": "/api/2014/equipment/spyglass"
          },
          {
            "index": "string-10-feet",
            "name": "String (10 feet)",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 0,
              "unit": "cp"
            },
            "weight": 0,
            "desc": [
              "A 10-foot length of string, typically found in a burglar's pack."
            ],
            "url": "/api/2014/equipment/string-10-feet"
          },
          {
            "index": "tent-two-person",
            "name": "Tent, two-person",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 20,
            "desc": [
              "A simple and portable canvas shelter, a tent sleeps two."
            ],
            "url": "/api/2014/equipment/tent-two-person"
          },
          {
            "index": "tinderbox",
            "name": "Tinderbox",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 1,
            "desc": [
              "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action.",
              "Lighting any other fire takes 1 minute."
            ],
            "url": "/api/2014/equipment/tinderbox"
          },
          {
            "index": "torch",
            "name": "Torch",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "standard-gear",
              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
            },
            "cost": {
              "quantity": 1,
              "unit": "cp"
            },
            "weight": 1,
            "desc": [
              "A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."
            ],
            "url": "/api/2014/equipment/torch"
          },
          {
            "index": "vestments",
            "name": "Vestments",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
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              "name": "Standard Gear",
              "url": "/api/2014/equipment-categories/standard-gear"
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              "unit": "cp"
            },
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          {
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            },
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              },
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                },
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              },
              {
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              },
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              },
              {
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              {
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              {
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          {
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            },
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              },
              {
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              },
              {
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              },
              {
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              },
              {
                "item": {
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                  "url": "/api/2014/equipment/oil-flask"
                },
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              },
              {
                "item": {
                  "index": "paper-one-sheet",
                  "name": "Paper (one sheet)",
                  "url": "/api/2014/equipment/paper-one-sheet"
                },
                "quantity": 5
              },
              {
                "item": {
                  "index": "perfume-vial",
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              },
              {
                "item": {
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                },
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              },
              {
                "item": {
                  "index": "soap",
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            ],
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          },
          {
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            },
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              "unit": "gp"
            },
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                },
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              },
              {
                "item": {
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              },
              {
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                  "url": "/api/2014/equipment/torch"
                },
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              },
              {
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                  "index": "tinderbox",
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                  "url": "/api/2014/equipment/tinderbox"
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              },
              {
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                  "url": "/api/2014/equipment/rations-1-day"
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              },
              {
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              },
              {
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                },
                "quantity": 1
              }
            ],
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          },
          {
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            "name": "Entertainer's Pack",
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            },
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              "url": "/api/2014/equipment-categories/equipment-packs"
            },
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              "unit": "gp"
            },
            "contents": [
              {
                "item": {
                  "index": "backpack",
                  "name": "Backpack",
                  "url": "/api/2014/equipment/backpack"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "bedroll",
                  "name": "Bedroll",
                  "url": "/api/2014/equipment/bedroll"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "clothes-costume",
                  "name": "Clothes, costume",
                  "url": "/api/2014/equipment/clothes-costume"
                },
                "quantity": 2
              },
              {
                "item": {
                  "index": "candle",
                  "name": "Candle",
                  "url": "/api/2014/equipment/candle"
                },
                "quantity": 5
              },
              {
                "item": {
                  "index": "rations-1-day",
                  "name": "Rations (1 day)",
                  "url": "/api/2014/equipment/rations-1-day"
                },
                "quantity": 5
              },
              {
                "item": {
                  "index": "waterskin",
                  "name": "Waterskin",
                  "url": "/api/2014/equipment/waterskin"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "disguise-kit",
                  "name": "Disguise Kit",
                  "url": "/api/2014/equipment/disguise-kit"
                },
                "quantity": 1
              }
            ],
            "url": "/api/2014/equipment/entertainers-pack"
          },
          {
            "index": "explorers-pack",
            "name": "Explorer's Pack",
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              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
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              "name": "Equipment Packs",
              "url": "/api/2014/equipment-categories/equipment-packs"
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              "unit": "gp"
            },
            "contents": [
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                },
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              },
              {
                "item": {
                  "index": "bedroll",
                  "name": "Bedroll",
                  "url": "/api/2014/equipment/bedroll"
                },
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              },
              {
                "item": {
                  "index": "mess-kit",
                  "name": "Mess Kit",
                  "url": "/api/2014/equipment/mess-kit"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "tinderbox",
                  "name": "Tinderbox",
                  "url": "/api/2014/equipment/tinderbox"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "torch",
                  "name": "Torch",
                  "url": "/api/2014/equipment/torch"
                },
                "quantity": 10
              },
              {
                "item": {
                  "index": "rations-1-day",
                  "name": "Rations (1 day)",
                  "url": "/api/2014/equipment/rations-1-day"
                },
                "quantity": 10
              },
              {
                "item": {
                  "index": "waterskin",
                  "name": "Waterskin",
                  "url": "/api/2014/equipment/waterskin"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "rope-hempen-50-feet",
                  "name": "Rope, hempen (50 feet)",
                  "url": "/api/2014/equipment/rope-hempen-50-feet"
                },
                "quantity": 1
              }
            ],
            "url": "/api/2014/equipment/explorers-pack"
          },
          {
            "index": "priests-pack",
            "name": "Priest's Pack",
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              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "equipment-packs",
              "name": "Equipment Packs",
              "url": "/api/2014/equipment-categories/equipment-packs"
            },
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              "unit": "gp"
            },
            "contents": [
              {
                "item": {
                  "index": "backpack",
                  "name": "Backpack",
                  "url": "/api/2014/equipment/backpack"
                },
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              },
              {
                "item": {
                  "index": "blanket",
                  "name": "Blanket",
                  "url": "/api/2014/equipment/blanket"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "candle",
                  "name": "Candle",
                  "url": "/api/2014/equipment/candle"
                },
                "quantity": 10
              },
              {
                "item": {
                  "index": "tinderbox",
                  "name": "Tinderbox",
                  "url": "/api/2014/equipment/tinderbox"
                },
                "quantity": 1
              },
              {
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                  "url": "/api/2014/equipment/rations-1-day"
                },
                "quantity": 2
              },
              {
                "item": {
                  "index": "waterskin",
                  "name": "Waterskin",
                  "url": "/api/2014/equipment/waterskin"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "alms-box",
                  "name": "Alms box",
                  "url": "/api/2014/equipment/alms-box"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "block-of-incense",
                  "name": "Block of incense",
                  "url": "/api/2014/equipment/block-of-incense"
                },
                "quantity": 2
              },
              {
                "item": {
                  "index": "censer",
                  "name": "Censer",
                  "url": "/api/2014/equipment/censer"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "vestments",
                  "name": "Vestments",
                  "url": "/api/2014/equipment/vestments"
                },
                "quantity": 1
              }
            ],
            "url": "/api/2014/equipment/priests-pack"
          },
          {
            "index": "scholars-pack",
            "name": "Scholar's Pack",
            "equipment_category": {
              "index": "adventuring-gear",
              "name": "Adventuring Gear",
              "url": "/api/2014/equipment-categories/adventuring-gear"
            },
            "gear_category": {
              "index": "equipment-packs",
              "name": "Equipment Packs",
              "url": "/api/2014/equipment-categories/equipment-packs"
            },
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              "unit": "gp"
            },
            "contents": [
              {
                "item": {
                  "index": "backpack",
                  "name": "Backpack",
                  "url": "/api/2014/equipment/backpack"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "book",
                  "name": "Book",
                  "url": "/api/2014/equipment/book"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "ink-1-ounce-bottle",
                  "name": "Ink (1 ounce bottle)",
                  "url": "/api/2014/equipment/ink-1-ounce-bottle"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "ink-pen",
                  "name": "Ink pen",
                  "url": "/api/2014/equipment/ink-pen"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "parchment-one-sheet",
                  "name": "Parchment (one sheet)",
                  "url": "/api/2014/equipment/parchment-one-sheet"
                },
                "quantity": 10
              },
              {
                "item": {
                  "index": "little-bag-of-sand",
                  "name": "Little bag of sand",
                  "url": "/api/2014/equipment/little-bag-of-sand"
                },
                "quantity": 1
              },
              {
                "item": {
                  "index": "small-knife",
                  "name": "Small knife",
                  "url": "/api/2014/equipment/small-knife"
                },
                "quantity": 1
              }
            ],
            "url": "/api/2014/equipment/scholars-pack"
          },
          {
            "index": "alchemists-supplies",
            "name": "Alchemist's Supplies",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "weight": 8,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/alchemists-supplies"
          },
          {
            "index": "brewers-supplies",
            "name": "Brewer's Supplies",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 9,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/brewers-supplies"
          },
          {
            "index": "calligraphers-supplies",
            "name": "Calligrapher's Supplies",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/calligraphers-supplies"
          },
          {
            "index": "carpenters-tools",
            "name": "Carpenter's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 8,
              "unit": "gp"
            },
            "weight": 6,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/carpenters-tools"
          },
          {
            "index": "cartographers-tools",
            "name": "Cartographer's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "weight": 6,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/cartographers-tools"
          },
          {
            "index": "cobblers-tools",
            "name": "Cobbler's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/cobblers-tools"
          },
          {
            "index": "cooks-utensils",
            "name": "Cook's utensils",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 8,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/cooks-utensils"
          },
          {
            "index": "glassblowers-tools",
            "name": "Glassblower's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/glassblowers-tools"
          },
          {
            "index": "jewelers-tools",
            "name": "Jeweler's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/jewelers-tools"
          },
          {
            "index": "leatherworkers-tools",
            "name": "Leatherworker's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/leatherworkers-tools"
          },
          {
            "index": "masons-tools",
            "name": "Mason's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 8,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/masons-tools"
          },
          {
            "index": "painters-supplies",
            "name": "Painter's Supplies",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/painters-supplies"
          },
          {
            "index": "potters-tools",
            "name": "Potter's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/potters-tools"
          },
          {
            "index": "smiths-tools",
            "name": "Smith's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 8,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/smiths-tools"
          },
          {
            "index": "tinkers-tools",
            "name": "Tinker's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "weight": 10,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/tinkers-tools"
          },
          {
            "index": "weavers-tools",
            "name": "Weaver's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/weavers-tools"
          },
          {
            "index": "woodcarvers-tools",
            "name": "Woodcarver's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Artisan's Tools",
            "cost": {
              "quantity": 1,
              "unit": "gp"
            },
            "weight": 5,
            "desc": [
              "These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/woodcarvers-tools"
          },
          {
            "index": "dice-set",
            "name": "Dice Set",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Gaming Sets",
            "cost": {
              "quantity": 1,
              "unit": "sp"
            },
            "weight": 0,
            "desc": [
              "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/dice-set"
          },
          {
            "index": "playing-card-set",
            "name": "Playing Card Set",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Gaming Sets",
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 0,
            "desc": [
              "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."
            ],
            "image": "/api/images/equipment/playing-card-set.png",
            "url": "/api/2014/equipment/playing-card-set"
          },
          {
            "index": "bagpipes",
            "name": "Bagpipes",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "weight": 6,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/bagpipes"
          },
          {
            "index": "drum",
            "name": "Drum",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 6,
              "unit": "gp"
            },
            "weight": 3,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/drum"
          },
          {
            "index": "dulcimer",
            "name": "Dulcimer",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 10,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "image": "/api/images/equipment/dulcimer.png",
            "url": "/api/2014/equipment/dulcimer"
          },
          {
            "index": "flute",
            "name": "Flute",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/flute"
          },
          {
            "index": "lute",
            "name": "Lute",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 35,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/lute"
          },
          {
            "index": "lyre",
            "name": "Lyre",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/lyre"
          },
          {
            "index": "horn",
            "name": "Horn",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 3,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/horn"
          },
          {
            "index": "pan-flute",
            "name": "Pan flute",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 12,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/pan-flute"
          },
          {
            "index": "shawm",
            "name": "Shawm",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/shawm"
          },
          {
            "index": "viol",
            "name": "Viol",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Musical Instrument",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency."
            ],
            "url": "/api/2014/equipment/viol"
          },
          {
            "index": "navigators-tools",
            "name": "Navigator's Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Other Tools",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 2,
            "desc": [
              "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."
            ],
            "url": "/api/2014/equipment/navigators-tools"
          },
          {
            "index": "thieves-tools",
            "name": "Thieves' Tools",
            "equipment_category": {
              "index": "tools",
              "name": "Tools",
              "url": "/api/2014/equipment-categories/tools"
            },
            "tool_category": "Other Tools",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "weight": 1,
            "desc": [
              "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."
            ],
            "url": "/api/2014/equipment/thieves-tools"
          },
          {
            "index": "camel",
            "name": "Camel",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "speed": {
              "quantity": 50,
              "unit": "ft/round"
            },
            "capacity": "480 lb.",
            "url": "/api/2014/equipment/camel"
          },
          {
            "index": "donkey",
            "name": "Donkey",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 8,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "420 lb.",
            "url": "/api/2014/equipment/donkey"
          },
          {
            "index": "mule",
            "name": "Mule",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 8,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "420 lb.",
            "url": "/api/2014/equipment/mule"
          },
          {
            "index": "elephant",
            "name": "Elephant",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 200,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "1,320 lb.",
            "url": "/api/2014/equipment/elephant"
          },
          {
            "index": "horse-draft",
            "name": "Horse, draft",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "540 lb.",
            "url": "/api/2014/equipment/horse-draft"
          },
          {
            "index": "horse-riding",
            "name": "Horse, riding",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 75,
              "unit": "gp"
            },
            "speed": {
              "quantity": 60,
              "unit": "ft/round"
            },
            "capacity": "480 lb.",
            "url": "/api/2014/equipment/horse-riding"
          },
          {
            "index": "mastiff",
            "name": "Mastiff",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 25,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "195 lb.",
            "url": "/api/2014/equipment/mastiff"
          },
          {
            "index": "pony",
            "name": "Pony",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 30,
              "unit": "gp"
            },
            "speed": {
              "quantity": 40,
              "unit": "ft/round"
            },
            "capacity": "225 lb.",
            "url": "/api/2014/equipment/pony"
          },
          {
            "index": "warhorse",
            "name": "Warhorse",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Mounts and Other Animals",
            "cost": {
              "quantity": 400,
              "unit": "gp"
            },
            "speed": {
              "quantity": 60,
              "unit": "ft/round"
            },
            "capacity": "540 lb.",
            "url": "/api/2014/equipment/warhorse"
          },
          {
            "index": "barding-padded",
            "name": "Barding: Padded",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 16,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-padded"
          },
          {
            "index": "barding-leather",
            "name": "Barding: Leather",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 40,
              "unit": "gp"
            },
            "weight": 20,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-leather"
          },
          {
            "index": "barding-studded-leather",
            "name": "Barding: Studded Leather",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 180,
              "unit": "gp"
            },
            "weight": 26,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-studded-leather"
          },
          {
            "index": "barding-hide",
            "name": "Barding: Hide",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 40,
              "unit": "gp"
            },
            "weight": 24,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-hide"
          },
          {
            "index": "barding-chain-shirt",
            "name": "Barding: Chain shirt",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 200,
              "unit": "gp"
            },
            "weight": 40,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-chain-shirt"
          },
          {
            "index": "barding-scale-mail",
            "name": "Barding: Scale mail",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 200,
              "unit": "gp"
            },
            "weight": 90,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-scale-mail"
          },
          {
            "index": "barding-breastplate",
            "name": "Barding: Breastplate",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 1600,
              "unit": "gp"
            },
            "weight": 40,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-breastplate"
          },
          {
            "index": "barding-half-plate",
            "name": "Barding: Half plate",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 3000,
              "unit": "gp"
            },
            "weight": 80,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-half-plate"
          },
          {
            "index": "barding-ring-mail",
            "name": "Barding: Ring mail",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 12,
              "unit": "gp"
            },
            "weight": 80,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-ring-mail"
          },
          {
            "index": "barding-chain-mail",
            "name": "Barding: Chain mail",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 300,
              "unit": "gp"
            },
            "weight": 110,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-chain-mail"
          },
          {
            "index": "barding-splint",
            "name": "Barding: Splint",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 800,
              "unit": "gp"
            },
            "weight": 120,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-splint"
          },
          {
            "index": "barding-plate",
            "name": "Barding: Plate",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 6000,
              "unit": "gp"
            },
            "weight": 130,
            "desc": [
              "Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."
            ],
            "url": "/api/2014/equipment/barding-plate"
          },
          {
            "index": "bit-and-bridle",
            "name": "Bit and bridle",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 2,
              "unit": "gp"
            },
            "weight": 1,
            "url": "/api/2014/equipment/bit-and-bridle"
          },
          {
            "index": "carriage",
            "name": "Carriage",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 100,
              "unit": "gp"
            },
            "weight": 600,
            "url": "/api/2014/equipment/carriage"
          },
          {
            "index": "cart",
            "name": "Cart",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 15,
              "unit": "gp"
            },
            "weight": 200,
            "url": "/api/2014/equipment/cart"
          },
          {
            "index": "chariot",
            "name": "Chariot",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 250,
              "unit": "gp"
            },
            "weight": 100,
            "url": "/api/2014/equipment/chariot"
          },
          {
            "index": "animal-feed-1-day",
            "name": "Animal Feed (1 day)",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 5,
              "unit": "cp"
            },
            "weight": 10,
            "url": "/api/2014/equipment/animal-feed-1-day"
          },
          {
            "index": "saddle-exotic",
            "name": "Saddle, Exotic",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 60,
              "unit": "gp"
            },
            "weight": 50,
            "desc": [
              "An exotic saddle is required for riding any aquatic or flying mount."
            ],
            "url": "/api/2014/equipment/saddle-exotic"
          },
          {
            "index": "saddle-military",
            "name": "Saddle, Military",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 30,
            "desc": [
              "A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted."
            ],
            "url": "/api/2014/equipment/saddle-military"
          },
          {
            "index": "saddle-pack",
            "name": "Saddle, Pack",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 5,
              "unit": "gp"
            },
            "weight": 15,
            "url": "/api/2014/equipment/saddle-pack"
          },
          {
            "index": "saddle-riding",
            "name": "Saddle, Riding",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 10,
              "unit": "gp"
            },
            "weight": 25,
            "url": "/api/2014/equipment/saddle-riding"
          },
          {
            "index": "saddlebags",
            "name": "Saddlebags",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 4,
              "unit": "gp"
            },
            "weight": 8,
            "url": "/api/2014/equipment/saddlebags"
          },
          {
            "index": "sled",
            "name": "Sled",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 20,
              "unit": "gp"
            },
            "weight": 300,
            "url": "/api/2014/equipment/sled"
          },
          {
            "index": "stabling-1-day",
            "name": "Stabling (1 day)",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 5,
              "unit": "sp"
            },
            "weight": 0,
            "url": "/api/2014/equipment/stabling-1-day"
          },
          {
            "index": "wagon",
            "name": "Wagon",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Tack, Harness, and Drawn Vehicles",
            "cost": {
              "quantity": 35,
              "unit": "gp"
            },
            "weight": 400,
            "url": "/api/2014/equipment/wagon"
          },
          {
            "index": "galley",
            "name": "Galley",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 30000,
              "unit": "gp"
            },
            "speed": {
              "quantity": 4,
              "unit": "mph"
            },
            "url": "/api/2014/equipment/galley"
          },
          {
            "index": "keelboat",
            "name": "Keelboat",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 3000,
              "unit": "gp"
            },
            "speed": {
              "quantity": 1,
              "unit": "mph"
            },
            "desc": [
              "Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."
            ],
            "url": "/api/2014/equipment/keelboat"
          },
          {
            "index": "longship",
            "name": "Longship",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 10000,
              "unit": "gp"
            },
            "speed": {
              "quantity": 3,
              "unit": "mph"
            },
            "url": "/api/2014/equipment/longship"
          },
          {
            "index": "rowboat",
            "name": "Rowboat",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 50,
              "unit": "gp"
            },
            "speed": {
              "quantity": 1.5,
              "unit": "mph"
            },
            "desc": [
              "Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."
            ],
            "url": "/api/2014/equipment/rowboat"
          },
          {
            "index": "sailing-ship",
            "name": "Sailing ship",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 10000,
              "unit": "gp"
            },
            "speed": {
              "quantity": 2,
              "unit": "mph"
            },
            "url": "/api/2014/equipment/sailing-ship"
          },
          {
            "index": "warship",
            "name": "Warship",
            "equipment_category": {
              "index": "mounts-and-vehicles",
              "name": "Mounts and Vehicles",
              "url": "/api/2014/equipment-categories/mounts-and-vehicles"
            },
            "vehicle_category": "Waterborne Vehicles",
            "cost": {
              "quantity": 25000,
              "unit": "gp"
            },
            "speed": {
              "quantity": 2.5,
              "unit": "mph"
            },
            "url": "/api/2014/equipment/warship"
          }
        ]
      },
      "magic-items": {
        "label": "Magic Items",
        "color": "#d4ac0d",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": {
          "field": "rarity.name"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{rarity.name}"
          ],
          "description": "desc[0]"
        },
        "linkPath": "magic-items/{name|alphaGroup}/",
        "count": 362,
        "items": [
          {
            "index": "adamantine-armor",
            "name": "Adamantine Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (medium or heavy, but not hide), uncommon",
              "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit."
            ],
            "image": "/api/images/magic-items/adamantine-armor.png",
            "url": "/api/2014/magic-items/adamantine-armor"
          },
          {
            "index": "ammunition",
            "name": "Ammunition, +1, +2, or +3",
            "equipment_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "ammunition-1",
                "name": "Ammunition, +1",
                "url": "/api/2014/magic-items/ammunition-1"
              },
              {
                "index": "ammunition-2",
                "name": "Ammunition, +2",
                "url": "/api/2014/magic-items/ammunition-2"
              },
              {
                "index": "ammunition-3",
                "name": "Ammunition, +3",
                "url": "/api/2014/magic-items/ammunition-3"
              }
            ],
            "variant": false,
            "desc": [
              "Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)",
              "You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical."
            ],
            "image": "/api/images/magic-items/ammunition.png",
            "url": "/api/2014/magic-items/ammunition"
          },
          {
            "index": "ammunition-1",
            "name": "Ammunition, +1",
            "equipment_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any ammunition), uncommon",
              "You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical."
            ],
            "image": "/api/images/magic-items/ammunition.png",
            "url": "/api/2014/magic-items/ammunition-1"
          },
          {
            "index": "ammunition-2",
            "name": "Ammunition, +2",
            "equipment_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any ammunition), rare",
              "You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical."
            ],
            "image": "/api/images/magic-items/ammunition.png",
            "url": "/api/2014/magic-items/ammunition-2"
          },
          {
            "index": "ammunition-3",
            "name": "Ammunition, +3",
            "equipment_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any ammunition), very rare",
              "You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical."
            ],
            "image": "/api/images/magic-items/ammunition.png",
            "url": "/api/2014/magic-items/ammunition-3"
          },
          {
            "index": "amulet-of-health",
            "name": "Amulet of Health",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher"
            ],
            "image": "/api/images/magic-items/amulet-of-health.png",
            "url": "/api/2014/magic-items/amulet-of-health"
          },
          {
            "index": "amulet-of-proof-against-detection-and-location",
            "name": "Amulet of Proof against Detection and Location",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors."
            ],
            "image": "/api/images/magic-items/amulet-of-proof-against-detection-and-location.png",
            "url": "/api/2014/magic-items/amulet-of-proof-against-detection-and-location"
          },
          {
            "index": "amulet-of-the-planes",
            "name": "Amulet of the Planes",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence."
            ],
            "image": "/api/images/magic-items/amulet-of-the-planes.png",
            "url": "/api/2014/magic-items/amulet-of-the-planes"
          },
          {
            "index": "animated-shield",
            "name": "Animated Shield",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (shield), very rare (requires attunement)",
              "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free."
            ],
            "image": "/api/images/magic-items/animated-shield.png",
            "url": "/api/2014/magic-items/animated-shield"
          },
          {
            "index": "apparatus-of-the-crab",
            "name": "Apparatus of the Crab",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.",
              "The apparatus of the Crab is a Large object with the following statistics:",
              "Armor Class: 20",
              "Hit Points: 200",
              "Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)",
              "Damage Immunities: poison, psychic",
              "To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.",
              "The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.",
              "A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.",
              "Apparatus of the Crab Levers",
              "| Lever | Up | Down |",
              "|---|---|---|",
              "| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |",
              "| 2 | Forward window shutter opens. | Forward window shutter closes. |",
              "| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |",
              "| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |",
              "| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |",
              "| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |",
              "| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |",
              "| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |",
              "| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |",
              "| 10 | The rear hatch unseals and opens. |  The rear hatch closes and seals. |"
            ],
            "image": "/api/images/magic-items/apparatus-of-the-crab.png",
            "url": "/api/2014/magic-items/apparatus-of-the-crab"
          },
          {
            "index": "armor",
            "name": "Armor, +1, +2, or +3",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "armor-1",
                "name": "Armor, +1",
                "url": "/api/2014/magic-items/armor-1"
              },
              {
                "index": "armor-2",
                "name": "Armor, +2",
                "url": "/api/2014/magic-items/armor-2"
              },
              {
                "index": "armor-3",
                "name": "Armor, +3",
                "url": "/api/2014/magic-items/armor-3"
              }
            ],
            "variant": false,
            "desc": [
              "Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)",
              "You have a bonus to AC while wearing this armor. The bonus is determined by its rarity."
            ],
            "image": "/api/images/magic-items/armor.png",
            "url": "/api/2014/magic-items/armor"
          },
          {
            "index": "armor-1",
            "name": "Armor, +1",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (light, medium, or heavy), rare",
              "You have a +1 bonus to AC while wearing this armor."
            ],
            "image": "/api/images/magic-items/armor.png",
            "url": "/api/2014/magic-items/armor-1"
          },
          {
            "index": "armor-2",
            "name": "Armor, +2",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (light, medium, or heavy), very rare",
              "You have a +2 bonus to AC while wearing this armor."
            ],
            "image": "/api/images/magic-items/armor-2.png",
            "url": "/api/2014/magic-items/armor-2"
          },
          {
            "index": "armor-3",
            "name": "Armor, +3",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (light, medium, or heavy), legendary",
              "You have a +3 bonus to AC while wearing this armor."
            ],
            "image": "/api/images/magic-items/armor-3.png",
            "url": "/api/2014/magic-items/armor-3"
          },
          {
            "index": "armor-of-invulnerability",
            "name": "Armor of Invulnerability",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (plate), legendary (requires attunement)",
              "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/armor-of-invulnerability.png",
            "url": "/api/2014/magic-items/armor-of-invulnerability"
          },
          {
            "index": "armor-of-resistance",
            "name": "Armor of Resistance",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (light, medium, or heavy), rare (requires attunement)",
              "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.",
              "| d10 | Damage Type |",
              "|---|---|",
              "| 1 | Acid |",
              "| 2 | Cold |",
              "| 3 | Fire |",
              "| 4 | Force |",
              "| 5 | Lightning |",
              "| 6 | Necrotic |",
              "| 7 | Poison |",
              "| 8 | Psychic |",
              "| 9 | Radiant |",
              "| 10 | Thunder |"
            ],
            "image": "/api/images/magic-items/armor-of-resistance.png",
            "url": "/api/2014/magic-items/armor-of-resistance"
          },
          {
            "index": "armor-of-vulnerability",
            "name": "Armor of Vulnerability",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (plate), rare (requires attunement)",
              "While wearing this armor, you have resistance to  one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.",
              "***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance)."
            ],
            "image": "/api/images/magic-items/armor-of-vulnerability.png",
            "url": "/api/2014/magic-items/armor-of-vulnerability"
          },
          {
            "index": "arrow-catching-shield",
            "name": "Arrow-Catching Shield",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (shield), rare (requires attunement)",
              "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead."
            ],
            "image": "/api/images/magic-items/arrow-catching-shield.png",
            "url": "/api/2014/magic-items/arrow-catching-shield"
          },
          {
            "index": "arrow-of-slaying",
            "name": "Arrow of Slaying",
            "equipment_category": {
              "index": "ammunition",
              "name": "Ammunition",
              "url": "/api/2014/equipment-categories/ammunition"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (arrow), very rare",
              "An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.",
              "Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.",
              "Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common."
            ],
            "image": "/api/images/magic-items/arrow-of-slaying.png",
            "url": "/api/2014/magic-items/arrow-of-slaying"
          },
          {
            "index": "bag-of-beans",
            "name": "Bag of Beans",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.",
              "If you dump the bag's contents out on the ground,  they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must  make a DC 15 Dexterity saving throw, taking 5d4 fire  damage on a failed save, or half as much damage on  a successful one. The fire ignites flammable objects  in the area that aren't being worn or carried.",
              "If you remove a bean from the bag, plant it in dirt  or sand, and then water it, the bean produces an  effect 1 minute later from the ground where it was  planted. The GM can choose an effect from the  following table, determine it randomly, or create an  effect.",
              "| d100 | Effect |",
              "|---|---|",
              "| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |",
              "| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |",
              "| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |",
              "| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |",
              "| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |",
              "| 41-50 | 1d6 + 6 shriekers sprout |",
              "| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |",
              "| 61-70 | A hungry bulette burrows up and attacks. |",
              "| 71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |",
              "| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |",
              "| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |",
              "| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |"
            ],
            "image": "/api/images/magic-items/bag-of-beans.png",
            "url": "/api/2014/magic-items/bag-of-beans"
          },
          {
            "index": "bag-of-devouring",
            "name": "Bag of Devouring",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.",
              "The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.",
              "Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.",
              "If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane."
            ],
            "image": "/api/images/magic-items/bag-of-devouring.png",
            "url": "/api/2014/magic-items/bag-of-devouring"
          },
          {
            "index": "bag-of-holding",
            "name": "Bag of Holding",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.",
              "If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.",
              "Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
            ],
            "image": "/api/images/magic-items/bag-of-holding.png",
            "url": "/api/2014/magic-items/bag-of-holding"
          },
          {
            "index": "bag-of-tricks",
            "name": "Bag of Tricks",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [
              {
                "index": "bag-of-tricks-gray",
                "name": "Gray Bag of Tricks",
                "url": "/api/2014/magic-items/bag-of-tricks-gray"
              },
              {
                "index": "bag-of-tricks-rust",
                "name": "Rust Bag of Tricks",
                "url": "/api/2014/magic-items/bag-of-tricks-rust"
              },
              {
                "index": "bag-of-tricks-tan",
                "name": "Tan Bag of Tricks",
                "url": "/api/2014/magic-items/bag-of-tricks-tan"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.",
              "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.",
              "The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.",
              "Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.",
              "Gray Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Weasel |",
              "| 02 | Giant Rat |",
              "| 03 | Badger |",
              "| 04 | Boar |",
              "| 05 | Panther |",
              "| 06 | Giant Badger |",
              "| 07 | Dire Wolf |",
              "| 08 | Giant Elk |",
              "Rust Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Rat |",
              "| 02 | Owl |",
              "| 03 | Mastiff |",
              "| 04 | Goat |",
              "| 05 | Giant Goat |",
              "| 06 | Giant Boar |",
              "| 07 | Lion |",
              "| 08 | Brown Bear |",
              "Tan Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Jackal |",
              "| 02 | Ape |",
              "| 03 | Baboon |",
              "| 04 | Axe Beak |",
              "| 05 | Black Bear |",
              "| 06 | Giant Weasel |",
              "| 07 | Giant Hyena |",
              "| 08 | Tiger |"
            ],
            "image": "/api/images/magic-items/bag-of-tricks.png",
            "url": "/api/2014/magic-items/bag-of-tricks"
          },
          {
            "index": "bag-of-tricks-gray",
            "name": "Gray Bag of Tricks",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.",
              "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.",
              "The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.",
              "Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.",
              "Gray Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Weasel |",
              "| 02 | Giant Rat |",
              "| 03 | Badger |",
              "| 04 | Boar |",
              "| 05 | Panther |",
              "| 06 | Giant Badger |",
              "| 07 | Dire Wolf |",
              "| 08 | Giant Elk |"
            ],
            "image": "/api/images/magic-items/bag-of-tricks.png",
            "url": "/api/2014/magic-items/bag-of-tricks-gray"
          },
          {
            "index": "bag-of-tricks-rust",
            "name": "Rust Bag of Tricks",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.",
              "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.",
              "The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.",
              "Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.",
              "Rust Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Rat |",
              "| 02 | Owl |",
              "| 03 | Mastiff |",
              "| 04 | Goat |",
              "| 05 | Giant Goat |",
              "| 06 | Giant Boar |",
              "| 07 | Lion |",
              "| 08 | Brown Bear |"
            ],
            "image": "/api/images/magic-items/bag-of-tricks.png",
            "url": "/api/2014/magic-items/bag-of-tricks-rust"
          },
          {
            "index": "bag-of-tricks-tan",
            "name": "Tan Bag of Tricks",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.",
              "You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.",
              "The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.",
              "Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.",
              "Tan Bag:",
              "| d8 | Creature |",
              "|---|---|",
              "| 01 | Jackal |",
              "| 02 | Ape |",
              "| 03 | Baboon |",
              "| 04 | Axe Beak |",
              "| 05 | Black Bear |",
              "| 06 | Giant Weasel |",
              "| 07 | Giant Hyena |",
              "| 08 | Tiger |"
            ],
            "image": "/api/images/magic-items/bag-of-tricks.png",
            "url": "/api/2014/magic-items/bag-of-tricks-tan"
          },
          {
            "index": "bead-of-force",
            "name": "Bead of Force",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This small black Sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.",
              "You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A Sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this Sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the Sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No Attack or other Effect can.",
              "An enclosed creature can use its action to push against the sphere's wall, moving the Sphere up to half the creature's walking speed. The Sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
            ],
            "image": "/api/images/magic-items/bead-of-force.png",
            "url": "/api/2014/magic-items/bead-of-force"
          },
          {
            "index": "belt-of-dwarvenkind",
            "name": "Belt of Dwarvenkind",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous Items, rare (requires attunement)",
              "While wearing this belt, you gain the following benefits:",
              "Your Constitution score increases by 2, to a maximum of 20.",
              "You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.",
              "In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.",
              "If you aren't a dwarf, you gain the following additional benefits while wearing the belt:",
              "You have advantage on Saving Throws against poison, and you have Resistance against poison damage.",
              "You can speak, read, and write Dwarvish."
            ],
            "image": "/api/images/magic-items/belt-of-dwarvenkind.png",
            "url": "/api/2014/magic-items/belt-of-dwarvenkind"
          },
          {
            "index": "belt-of-giant-strength",
            "name": "Belt of Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "belt-of-giant-strength-hill",
                "name": "Belt of Hill Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-hill"
              },
              {
                "index": "belt-of-giant-strength-stone",
                "name": "Belt of Stone Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-stone"
              },
              {
                "index": "belt-of-giant-strength-frost",
                "name": "Belt of Frost Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-frost"
              },
              {
                "index": "belt-of-giant-strength-fire",
                "name": "Belt of Fire Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-fire"
              },
              {
                "index": "belt-of-giant-strength-cloud",
                "name": "Belt of Cloud Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-cloud"
              },
              {
                "index": "belt-of-giant-strength-storm",
                "name": "Belt of Storm Giant Strength",
                "url": "/api/2014/magic-items/belt-of-giant-strength-storm"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, rarity varies (requires attunement)",
              "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.",
              "Six varieties of this belt exist, corresponding with and having rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.",
              "| Type | Strength | Rarity |",
              "|---|---|---|",
              "| Hill Giant | 21 | Rare |",
              "| Stone Giant / Frost Giant | 23 | Very Rare |",
              "| Fire Giant | 25 | Very Rare |",
              "| Cloud Giant | 27 | Legendary |",
              "| Storm Giant | 29 | Legendary |"
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength"
          },
          {
            "index": "belt-of-giant-strength-hill",
            "name": "Belt of Hill Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While wearing this belt, your Strength score changes to a 21. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-hill"
          },
          {
            "index": "belt-of-giant-strength-stone",
            "name": "Belt of Stone Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "While wearing this belt, your Strength score changes to a 23. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-stone"
          },
          {
            "index": "belt-of-giant-strength-frost",
            "name": "Belt of Frost Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-frost"
          },
          {
            "index": "belt-of-giant-strength-fire",
            "name": "Belt of Fire Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-fire"
          },
          {
            "index": "belt-of-giant-strength-cloud",
            "name": "Belt of Cloud Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-cloud"
          },
          {
            "index": "belt-of-giant-strength-storm",
            "name": "Belt of Storm Giant Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you."
            ],
            "image": "/api/images/magic-items/belt-of-giant-strength.png",
            "url": "/api/2014/magic-items/belt-of-giant-strength-storm"
          },
          {
            "index": "berserker-axe",
            "name": "Berserker Axe",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any axe), rare (requires attunement)",
              "You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, while you are attuned to this weapon, your Hit Points maximum increases by 1 for each level you have attained.",
              "***Curse.*** This axe is Cursed, and becoming attuned to it extends the curse to you. As long as you remain Cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.",
              "Whenever a Hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to Attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to Attack the next nearest creature after you fell your current target. If you have multiple possible Targets, you Attack one at random. You are berserk until you start Your Turn with no creatures within 60 feet of you that you can see or hear."
            ],
            "image": "/api/images/magic-items/berserker-axe.png",
            "url": "/api/2014/magic-items/berserker-axe"
          },
          {
            "index": "boots-of-elvenkind",
            "name": "Boots of Elvenkind",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently."
            ],
            "image": "/api/images/magic-items/boots-of-elvenkind.png",
            "url": "/api/2014/magic-items/boots-of-elvenkind"
          },
          {
            "index": "boots-of-levitation",
            "name": "Boots of Levitation",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While you wear these boots, you can use an action to cast the levitate spell on yourself at will."
            ],
            "image": "/api/images/magic-items/boots-of-levitation.png",
            "url": "/api/2014/magic-items/boots-of-levitation"
          },
          {
            "index": "boots-of-speed",
            "name": "Boots of Speed",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.",
              "When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest."
            ],
            "image": "/api/images/magic-items/boots-of-speed.png",
            "url": "/api/2014/magic-items/boots-of-speed"
          },
          {
            "index": "boots-of-striding-and-springing",
            "name": "Boots of Striding and Springing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow."
            ],
            "image": "/api/images/magic-items/boots-of-striding-and-springing.png",
            "url": "/api/2014/magic-items/boots-of-striding-and-springing"
          },
          {
            "index": "boots-of-the-winterlands",
            "name": "Boots of the Winterlands",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:",
              "* You have resistance to cold damage.",
              "* You ignore difficult terrain created by ice or snow.",
              "* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit."
            ],
            "image": "/api/images/magic-items/boots-of-the-winterlands.png",
            "url": "/api/2014/magic-items/boots-of-the-winterlands"
          },
          {
            "index": "bowl-of-commanding-water-elementals",
            "name": "Bowl of Commanding Water Elementals",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.",
              "The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons."
            ],
            "url": "/api/2014/magic-items/bowl-of-commanding-water-elementals"
          },
          {
            "index": "bracers-of-archery",
            "name": "Bracers of Archery",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons."
            ],
            "image": "/api/images/magic-items/bracers-of-archery.png",
            "url": "/api/2014/magic-items/bracers-of-archery"
          },
          {
            "index": "bracers-of-defense",
            "name": "Bracers of Defense",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondous item, rare (requires attunement)",
              "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield."
            ],
            "image": "/api/images/magic-items/bracers-of-defense.png",
            "url": "/api/2014/magic-items/bracers-of-defense"
          },
          {
            "index": "brazier-of-commanding-fire-elementals",
            "name": "Brazier of Commanding Fire Elementals",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.",
              "The brazier weighs 5 pounds."
            ],
            "image": "/api/images/magic-items/brazier-of-commanding-fire-elementals.png",
            "url": "/api/2014/magic-items/brazier-of-commanding-fire-elementals"
          },
          {
            "index": "brooch-of-shielding",
            "name": "Brooch of Shielding",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell."
            ],
            "image": "/api/images/magic-items/brooch-of-shielding.png",
            "url": "/api/2014/magic-items/brooch-of-shielding"
          },
          {
            "index": "broom-of-flying",
            "name": "Broom of Flying",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.",
              "You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you."
            ],
            "image": "/api/images/magic-items/broom-of-flying.png",
            "url": "/api/2014/magic-items/broom-of-flying"
          },
          {
            "index": "candle-of-invocation",
            "name": "Candle of Invocation",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly.",
              "| d20 | Alignment |",
              "|---|---|",
              "| 1-2 | Chaotic evil |",
              "| 3-4 | Chaotic neutral |",
              "| 5-7 | Chaotic good |",
              "| 8-9 | Neutral evil |",
              "| 10-11 | Neutral |",
              "| 12-13 | Neutral good |",
              "| 14-15 | Lawful evil |",
              "| 16-17 | Lawful neutral |",
              "| 18-20 | Lawful good |",
              "The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.",
              "While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1stlevel spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.",
              "Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle."
            ],
            "image": "/api/images/magic-items/candle-of-invocation.png",
            "url": "/api/2014/magic-items/candle-of-invocation"
          },
          {
            "index": "cape-of-the-mountebank",
            "name": "Cape of the Mountebank",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.",
              "When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke."
            ],
            "image": "/api/images/magic-items/cape-of-the-mountebank.png",
            "url": "/api/2014/magic-items/cape-of-the-mountebank"
          },
          {
            "index": "carpet-of-flying",
            "name": "Carpet of Flying",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [
              {
                "index": "carpet-of-flying-3x5",
                "name": "Carpet of Flying (3 ft. × 5 ft.)",
                "url": "/api/2014/magic-items/carpet-of-flying-3x5"
              },
              {
                "index": "carpet-of-flying-4x6",
                "name": "Carpet of Flying (4 ft. × 6 ft.)",
                "url": "/api/2014/magic-items/carpet-of-flying-4x6"
              },
              {
                "index": "carpet-of-flying-5x7",
                "name": "Carpet of Flying (5 ft. × 7 ft.)",
                "url": "/api/2014/magic-items/carpet-of-flying-5x7"
              },
              {
                "index": "carpet-of-flying-6x9",
                "name": "Carpet of Flying (6 ft. × 9 ft.)",
                "url": "/api/2014/magic-items/carpet-of-flying-6x9"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "You can speak the carpet's command word as an  action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.",
              "Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.",
              "| d100 | Size | Capacity | Flying Speed |",
              "|---|---|---|---|",
              "| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |",
              "| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |",
              "| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |",
              "| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |",
              "A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity."
            ],
            "image": "/api/images/magic-items/carpet-of-flying.png",
            "url": "/api/2014/magic-items/carpet-of-flying"
          },
          {
            "index": "carpet-of-flying-3x5",
            "name": "Carpet of Flying (3 ft. × 5 ft.)",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "You can speak the carpet's command word as an  action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.",
              "This carpet is 3 feet by 5 feet and has a flying speed of 80 feet. It can carry up to 400 pounds, but its flying speed becomes 40 feet while carrying over 200 pounds."
            ],
            "image": "/api/images/magic-items/carpet-of-flying.png",
            "url": "/api/2014/magic-items/carpet-of-flying-3x5"
          },
          {
            "index": "carpet-of-flying-4x6",
            "name": "Carpet of Flying (4 ft. × 6 ft.)",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "You can speak the carpet's command word as an  action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.",
              "This carpet is 4 feet by 6 feet and has a flying speed of 60 feet. It can carry up to 800 pounds, but its flying speed becomes 30 feet while carrying over 400 pounds."
            ],
            "image": "/api/images/magic-items/carpet-of-flying.png",
            "url": "/api/2014/magic-items/carpet-of-flying-4x6"
          },
          {
            "index": "carpet-of-flying-5x7",
            "name": "Carpet of Flying (5 ft. × 7 ft.)",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "You can speak the carpet's command word as an  action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.",
              "This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds."
            ],
            "image": "/api/images/magic-items/carpet-of-flying.png",
            "url": "/api/2014/magic-items/carpet-of-flying-5x7"
          },
          {
            "index": "carpet-of-flying-6x9",
            "name": "Carpet of Flying (6 ft. × 9 ft.)",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "You can speak the carpet's command word as an  action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.",
              "This carpet is 6 feet by 9 feet and has a flying speed of 30 feet. It can carry up to 1600 pounds, but its flying speed becomes 15 feet while carrying over 800 pounds."
            ],
            "image": "/api/images/magic-items/carpet-of-flying.png",
            "url": "/api/2014/magic-items/carpet-of-flying-6x9"
          },
          {
            "index": "censer-of-controlling-air-elementals",
            "name": "Censer of Controlling Air Elementals",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.",
              "This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound."
            ],
            "image": "/api/images/magic-items/censer-of-controlling-air-elementals.png",
            "url": "/api/2014/magic-items/censer-of-controlling-air-elementals"
          },
          {
            "index": "chime-of-opening",
            "name": "Chime of Opening",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.",
              "The chime can be used ten times. After the tenth time, it cracks and becomes useless."
            ],
            "image": "/api/images/magic-items/chime-of-opening.png",
            "url": "/api/2014/magic-items/chime-of-opening"
          },
          {
            "index": "circlet-of-blasting",
            "name": "Circlet of Blasting",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn."
            ],
            "image": "/api/images/magic-items/circlet-of-blasting.png",
            "url": "/api/2014/magic-items/circlet-of-blasting"
          },
          {
            "index": "cloak-of-arachnida",
            "name": "Cloak of Arachnida",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:",
              "* You have resistance to poison damage.",
              "* You have a climbing speed equal to your walking speed.",
              "* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.",
              "* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.",
              "* You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/cloak-of-arachnida.png",
            "url": "/api/2014/magic-items/cloak-of-arachnida"
          },
          {
            "index": "cloak-of-displacement",
            "name": "Cloak of Displacement",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move."
            ],
            "image": "/api/images/magic-items/cloak-of-displacement.png",
            "url": "/api/2014/magic-items/cloak-of-displacement"
          },
          {
            "index": "cloak-of-elvenkind",
            "name": "Cloak of Elvenkind",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action."
            ],
            "image": "/api/images/magic-items/cloak-of-elvenkind.png",
            "url": "/api/2014/magic-items/cloak-of-elvenkind"
          },
          {
            "index": "cloak-of-protection",
            "name": "Cloak of Protection",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "You gain a +1 bonus to AC and saving throws while you wear this cloak."
            ],
            "image": "/api/images/magic-items/cloak-of-protection.png",
            "url": "/api/2014/magic-items/cloak-of-protection"
          },
          {
            "index": "cloak-of-the-bat",
            "name": "Cloak of the Bat",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.",
              "While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
            ],
            "image": "/api/images/magic-items/cloak-of-the-bat.png",
            "url": "/api/2014/magic-items/cloak-of-the-bat"
          },
          {
            "index": "cloak-of-the-manta-ray",
            "name": "Cloak of the Manta Ray",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action."
            ],
            "image": "/api/images/magic-items/cloak-of-the-manta-ray.png",
            "url": "/api/2014/magic-items/cloak-of-the-manta-ray"
          },
          {
            "index": "crystal-ball",
            "name": "Crystal Ball",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [
              {
                "index": "crystal-ball-of-mind-reading",
                "name": "Crystal Ball of Mind Reading",
                "url": "/api/2014/magic-items/crystal-ball-of-mind-reading"
              },
              {
                "index": "crystal-ball-of-telepathy",
                "name": "Crystal Ball of Telepathy",
                "url": "/api/2014/magic-items/crystal-ball-of-telepathy"
              },
              {
                "index": "crystal-ball-of-true-seeing",
                "name": "Crystal Ball of True Seeing",
                "url": "/api/2014/magic-items/crystal-ball-of-true-seeing"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, very rare or legendary (requires attunement)",
              "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.",
              "The following crystal ball variants are legendary items and have additional properties.",
              "***Crystal Ball of Mind Reading.*** You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.",
              "***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.",
              "***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor."
            ],
            "image": "/api/images/magic-items/crystal-ball.png",
            "url": "/api/2014/magic-items/crystal-ball"
          },
          {
            "index": "crystal-ball-of-mind-reading",
            "name": "Crystal Ball of Mind Reading",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.",
              "***Crystal Ball of Mind Reading.*** You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends."
            ],
            "image": "/api/images/magic-items/crystal-ball-of-mind-reading.png",
            "url": "/api/2014/magic-items/crystal-ball-of-mind-reading"
          },
          {
            "index": "crystal-ball-of-telepathy",
            "name": "Crystal Ball of Telepathy",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.",
              "***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/crystal-ball-of-telepathy.png",
            "url": "/api/2014/magic-items/crystal-ball-of-telepathy"
          },
          {
            "index": "crystal-ball-of-true-seeing",
            "name": "Crystal Ball of True Seeing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.",
              "***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor."
            ],
            "image": "/api/images/magic-items/crystal-ball-of-true-seeing.png",
            "url": "/api/2014/magic-items/crystal-ball-of-true-seeing"
          },
          {
            "index": "cube-of-force",
            "name": "Cube of Force",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.",
              "You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.",
              "If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.",
              "Cube of Force Faces",
              "| Face | Charges | Effect |",
              "|---|---|---|",
              "| 1 | 1 | Gases, wind, and fog can't pass through the barrier.",
              "| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.",
              "| 3 | 3 | Living matter can't pass through the barrier.",
              "| 4 | 4 | Spell effects can't pass through the barrier.",
              "| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.",
              "| 6 | 0 | The barrier deactivates.",
              "The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.",
              "| Spell or Item | Charges Lost |",
              "|---|---|",
              "| Disintegrate | 1d12 |",
              "| Horn of blasting | 1d10 |",
              "| Passwall | 1d6 |",
              "| Prismatic spray | 1d20 |",
              "| Wall of fire | 1d4 |"
            ],
            "image": "/api/images/magic-items/cube-of-force.png",
            "url": "/api/2014/magic-items/cube-of-force"
          },
          {
            "index": "cubic-gate",
            "name": "Cubic Gate",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.",
              "You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.",
              "The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn."
            ],
            "image": "/api/images/magic-items/cubic-gate.png",
            "url": "/api/2014/magic-items/cubic-gate"
          },
          {
            "index": "dagger-of-venom",
            "name": "Dagger of Venom",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (dagger), rare",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
              "You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn."
            ],
            "image": "/api/images/magic-items/dagger-of-venom.png",
            "url": "/api/2014/magic-items/dagger-of-venom"
          },
          {
            "index": "dancing-sword",
            "name": "Dancing Sword",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), very rare (requires attunement)",
              "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.",
              "While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.",
              "After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it."
            ],
            "image": "/api/images/magic-items/dancing-sword.png",
            "url": "/api/2014/magic-items/dancing-sword"
          },
          {
            "index": "decanter-of-endless-water",
            "name": "Decanter of Endless Water",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.",
              "You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:",
              "\"Stream\" produces 1 gallon of water.",
              "\"Fountain\" produces 5 gallons of water.",
              "\"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you."
            ],
            "image": "/api/images/magic-items/decanter-of-endless-water.png",
            "url": "/api/2014/magic-items/decanter-of-endless-water"
          },
          {
            "index": "deck-of-illusions",
            "name": "Deck of Illusions",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.",
              "The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.",
              "An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.",
              "The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.",
              "| Playing Card | Illusion |",
              "|---|---|",
              "| Ace of hearts | Red dragon |",
              "| King of hearts | Knight and four guards |",
              "| Queen of hearts | Succubus or incubus |",
              "| Jack of hearts | Druid |",
              "| Ten of hearts | Cloud giant |",
              "| Nine of hearts | Ettin |",
              "| Eight of hearts | Bugbear |",
              "| Two of hearts | Goblin |",
              "| Ace of diamonds | Beholder |",
              "| King of diamonds | Archmage and mage apprentice |",
              "| Queen of diamonds | Night hag |",
              "| Jack of diamonds | Assassin |",
              "| Ten of diamonds | Fire giant |",
              "| Nine of diamonds | Ogre mage |",
              "| Eight of diamonds | Gnoll |",
              "| Two of diamonds | Kobold |",
              "| Ace of spades | Lich |",
              "| King of spades | Priest and two acolytes |",
              "| Queen of spades | Medusa |",
              "| Jack of spades | Veteran |",
              "| Ten of spades | Frost giant |",
              "| Nine of spades | Troll |",
              "| Eight of spades | Hobgoblin |",
              "| Two of spades | Goblin |",
              "| Ace of clubs | Iron golem |",
              "| King of clubs | Bandit captain and three bandits |",
              "| Queen of clubs | Erinyes |",
              "| Jack of clubs | Berserker |",
              "| Ten of clubs | Hill giant |",
              "| Nine of clubs | Ogre |",
              "| Eight of clubs | Orc |",
              "| Two of clubs | Kobold |",
              "| Jokers (2) | You (the deck's owner) |"
            ],
            "image": "/api/images/magic-items/deck-of-illusions.png",
            "url": "/api/2014/magic-items/deck-of-illusions"
          },
          {
            "index": "deck-of-many-things",
            "name": "Deck of Many Things",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.",
              "Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.",
              "Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.",
              "| Playing Card | Card |",
              "|---|---|",
              "| Ace of diamonds | Vizier* |",
              "| King of diamonds | Sun |",
              "| Queen of diamonds | Moon |",
              "| Jack of diamonds | Star |",
              "| Two of diamonds | Comet* |",
              "| Ace of hearts | The Fates* |",
              "| King of hearts | Throne |",
              "| Queen of hearts | Key |",
              "| Jack of hearts | Knight |",
              "| Two of hearts | Gem* |",
              "| Ace of clubs | Talons* |",
              "| King of clubs | The Void |",
              "| Queen of clubs | Flames |",
              "| Jack of clubs | Skull |",
              "| Two of clubs | Idiot* |",
              "| Ace of spades | Donjon* |",
              "| King of spades | Ruin |",
              "| Queen of spades | Euryale |",
              "| Jack of spades | Rogue |",
              "| Two of spades | Balance* |",
              "| Joker (with TM) | Fool* |",
              "| Joker (without TM) | Jester |",
              "* Found only in a deck with twenty-two cards",
              "***Balance.*** Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.",
              "***Comet.*** If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.",
              "***Donjon.*** You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.",
              "***Euryale.*** The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.",
              "**The Fates.** Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.",
              "***Flames.*** A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.",
              "***Fool.*** You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.",
              "***Gem.*** Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.",
              "***Idiot.*** Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.",
              "***Jester.*** You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.",
              "***Key.*** A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.",
              "***Knight.*** You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.",
              "***Moon.*** You are granted the ability to cast the wish spell 1d3 times.",
              "***Rogue.*** A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.",
              "***Ruin.*** All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.",
              "***Skull.*** You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life."
            ],
            "image": "/api/images/magic-items/deck-of-many-things.png",
            "url": "/api/2014/magic-items/deck-of-many-things"
          },
          {
            "index": "defender",
            "name": "Defender",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), legendary (requires attunement)",
              "You gain a +3 bonus to attack and damage rolls made with this magic weapon.",
              "The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it."
            ],
            "image": "/api/images/magic-items/defender.png",
            "url": "/api/2014/magic-items/defender"
          },
          {
            "index": "demon-armor",
            "name": "Demon Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (plate), very rare (requires attunement)",
              "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.",
              "***Curse.*** Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities."
            ],
            "image": "/api/images/magic-items/demon-armor.png",
            "url": "/api/2014/magic-items/demon-armor"
          },
          {
            "index": "dimensional-shackles",
            "name": "Dimensional Shackles",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.",
              "You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles."
            ],
            "image": "/api/images/magic-items/dimensional-shackles.png",
            "url": "/api/2014/magic-items/dimensional-shackles"
          },
          {
            "index": "dragon-scale-mail",
            "name": "Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [
              {
                "index": "dragon-scale-mail-black",
                "name": "Black Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-black"
              },
              {
                "index": "dragon-scale-mail-blue",
                "name": "Blue Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-blue"
              },
              {
                "index": "dragon-scale-mail-brass",
                "name": "Brass Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-brass"
              },
              {
                "index": "dragon-scale-mail-bronze",
                "name": "Bronze Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-bronze"
              },
              {
                "index": "dragon-scale-mail-copper",
                "name": "Copper Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-copper"
              },
              {
                "index": "dragon-scale-mail-gold",
                "name": "Gold Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-gold"
              },
              {
                "index": "dragon-scale-mail-green",
                "name": "Green Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-green"
              },
              {
                "index": "dragon-scale-mail-red",
                "name": "Red Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-red"
              },
              {
                "index": "dragon-scale-mail-silver",
                "name": "Silver Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-silver"
              },
              {
                "index": "dragon-scale-mail-white",
                "name": "White Dragon Scale Mail",
                "url": "/api/2014/magic-items/dragon-scale-mail-white"
              }
            ],
            "variant": false,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.",
              "| Dragon | Resistance |",
              "|---|---|",
              "| Black | Acid |",
              "| Blue | Lightning |",
              "| Brass | Fire |",
              "| Bronze | Lightning |",
              "| Copper | Acid |",
              "| Gold | Fire |",
              "| Green | Poison |",
              "| Red | Fire |",
              "| Silver | Cold |",
              "| White | Cold |"
            ],
            "image": "/api/images/magic-items/dragon-scale-mail.png",
            "url": "/api/2014/magic-items/dragon-scale-mail"
          },
          {
            "index": "dragon-scale-mail-black",
            "name": "Black Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a black dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-black.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-black"
          },
          {
            "index": "dragon-scale-mail-blue",
            "name": "Blue Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a blue dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-blue.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-blue"
          },
          {
            "index": "dragon-scale-mail-brass",
            "name": "Brass Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a brass dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-brass.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-brass"
          },
          {
            "index": "dragon-scale-mail-bronze",
            "name": "Bronze Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a bronze dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-bronze.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-bronze"
          },
          {
            "index": "dragon-scale-mail-copper",
            "name": "Copper Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a copper dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-copper.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-copper"
          },
          {
            "index": "dragon-scale-mail-gold",
            "name": "Gold Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a gold dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-gold.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-gold"
          },
          {
            "index": "dragon-scale-mail-green",
            "name": "Green Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a green dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-green.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-green"
          },
          {
            "index": "dragon-scale-mail-red",
            "name": "Red Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a red dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-red.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-red"
          },
          {
            "index": "dragon-scale-mail-silver",
            "name": "Silver Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a silver dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-silver.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-silver"
          },
          {
            "index": "dragon-scale-mail-white",
            "name": "White Dragon Scale Mail",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Armor (scale mail), very rare (requires attunement)",
              "Dragon scale mail is made of the scales of a white dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.",
              "While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.",
              "Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn."
            ],
            "image": "/api/images/magic-items/dragon-scale-mail-white.png",
            "url": "/api/2014/magic-items/dragon-scale-mail-white"
          },
          {
            "index": "dragon-slayer",
            "name": "Dragon Slayer",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), rare",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
              "When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns."
            ],
            "image": "/api/images/magic-items/dragon-slayer.png",
            "url": "/api/2014/magic-items/dragon-slayer"
          },
          {
            "index": "dust-of-disappearance",
            "name": "Dust of Disappearance",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature."
            ],
            "image": "/api/images/magic-items/dust-of-disappearance.png",
            "url": "/api/2014/magic-items/dust-of-disappearance"
          },
          {
            "index": "dust-of-dryness",
            "name": "Dust of Dryness",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.",
              "Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.",
              "An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one."
            ],
            "image": "/api/images/magic-items/dust-of-dryness.png",
            "url": "/api/2014/magic-items/dust-of-dryness"
          },
          {
            "index": "dust-of-sneezing-and-choking",
            "name": "Dust of Sneezing and Choking",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.",
              "When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature."
            ],
            "image": "/api/images/magic-items/dust-of-sneezing-and-choking.png",
            "url": "/api/2014/magic-items/dust-of-sneezing-and-choking"
          },
          {
            "index": "dwarven-plate",
            "name": "Dwarven Plate",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (plate), very rare",
              "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet."
            ],
            "image": "/api/images/magic-items/dwarven-plate.png",
            "url": "/api/2014/magic-items/dwarven-plate"
          },
          {
            "index": "dwarven-thrower",
            "name": "Dwarven Thrower",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (warhammer), very rare (requires attunement by a dwarf)",
              "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand."
            ],
            "image": "/api/images/magic-items/dwarven-thrower.png",
            "url": "/api/2014/magic-items/dwarven-thrower"
          },
          {
            "index": "efficient-quiver",
            "name": "Efficient Quiver",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.",
              "You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
            ],
            "image": "/api/images/magic-items/efficient-quiver.png",
            "url": "/api/2014/magic-items/efficient-quiver"
          },
          {
            "index": "efreeti-bottle",
            "name": "Efreeti Bottle",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.",
              "The first time the bottle is opened, the GM rolls to determine what happens.",
              "| d100 | Effect |",
              "|---|---|",
              "| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |",
              "| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |",
              "| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |"
            ],
            "image": "/api/images/magic-items/efreeti-bottle.png",
            "url": "/api/2014/magic-items/efreeti-bottle"
          },
          {
            "index": "elemental-gem",
            "name": "Elemental Gem",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [
              {
                "index": "elemental-gem-air",
                "name": "Air Elemental Gem",
                "url": "/api/2014/magic-items/elemental-gem-air"
              },
              {
                "index": "elemental-gem-earth",
                "name": "Earth Elemental Gem",
                "url": "/api/2014/magic-items/elemental-gem-earth"
              },
              {
                "index": "elemental-gem-fire",
                "name": "Fire Elemental Gem",
                "url": "/api/2014/magic-items/elemental-gem-fire"
              },
              {
                "index": "elemental-gem-water",
                "name": "Water Elemental Gem",
                "url": "/api/2014/magic-items/elemental-gem-water"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.",
              "| Gem | Summoned Elemental |",
              "|---|---|",
              "| Blue sapphire | Air elemental |",
              "| Yellow diamond | Earth elemental |",
              "| Red corundum | Fire elemental |",
              "| Emerald | Water elemental |"
            ],
            "image": "/api/images/magic-items/elemental-gem.png",
            "url": "/api/2014/magic-items/elemental-gem"
          },
          {
            "index": "elemental-gem-air",
            "name": "Air Elemental Gem",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost."
            ],
            "image": "/api/images/magic-items/elemental-gem-air.png",
            "url": "/api/2014/magic-items/elemental-gem-air"
          },
          {
            "index": "elemental-gem-earth",
            "name": "Earth Elemental Gem",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost."
            ],
            "image": "/api/images/magic-items/elemental-gem-earth.png",
            "url": "/api/2014/magic-items/elemental-gem-earth"
          },
          {
            "index": "elemental-gem-fire",
            "name": "Fire Elemental Gem",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This red corundum contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost."
            ],
            "image": "/api/images/magic-items/elemental-gem-fire.png",
            "url": "/api/2014/magic-items/elemental-gem-fire"
          },
          {
            "index": "elemental-gem-water",
            "name": "Water Elemental Gem",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "This emerald contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost."
            ],
            "image": "/api/images/magic-items/elemental-gem-water.png",
            "url": "/api/2014/magic-items/elemental-gem-water"
          },
          {
            "index": "elven-chain",
            "name": "Elven Chain",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (chain shirt), rare",
              "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor."
            ],
            "url": "/api/2014/magic-items/elven-chain"
          },
          {
            "index": "eversmoking-bottle",
            "name": "Eversmoking Bottle",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.",
              "The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round."
            ],
            "url": "/api/2014/magic-items/eversmoking-bottle"
          },
          {
            "index": "eyes-of-charming",
            "name": "Eyes of Charming",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/eyes-of-charming"
          },
          {
            "index": "eyes-of-minute-seeing",
            "name": "Eyes of Minute Seeing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range."
            ],
            "url": "/api/2014/magic-items/eyes-of-minute-seeing"
          },
          {
            "index": "eyes-of-the-eagle",
            "name": "Eyes of the Eagle",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
            ],
            "url": "/api/2014/magic-items/eyes-of-the-eagle"
          },
          {
            "index": "feather-token",
            "name": "Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [
              {
                "index": "feather-token-anchor",
                "name": "Anchor Feather Token",
                "url": "/api/2014/magic-items/feather-token-anchor"
              },
              {
                "index": "feather-token-bird",
                "name": "Bird Feather Token",
                "url": "/api/2014/magic-items/feather-token-bird"
              },
              {
                "index": "feather-token-fan",
                "name": "Fan Feather Token",
                "url": "/api/2014/magic-items/feather-token-fan"
              },
              {
                "index": "feather-token-swan-boat",
                "name": "Swan Boat Feather Token",
                "url": "/api/2014/magic-items/feather-token-swan-boat"
              },
              {
                "index": "feather-token-tree",
                "name": "Tree Feather Token",
                "url": "/api/2014/magic-items/feather-token-tree"
              },
              {
                "index": "feather-token-whip",
                "name": "Whip Feather Token",
                "url": "/api/2014/magic-items/feather-token-whip"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single use effect. The GM chooses the kind of token or determines it randomly.",
              "| d100 | Feather Token |",
              "|---|---|",
              "| 01-20 | Anchor |",
              "| 21-35 | Bird |",
              "| 36-50 | Fan |",
              "| 51-65 | Swan boat |",
              "| 66-90 | Tree |",
              "| 91-100 | Whip |",
              "***Anchor.*** You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.",
              "***Bird.*** You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.",
              "***Fan.*** If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.",
              "***Swan Boat.*** You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.",
              "***Tree.*** You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.",
              "***Whip.*** You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.",
              "As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die."
            ],
            "url": "/api/2014/magic-items/feather-token"
          },
          {
            "index": "feather-token-anchor",
            "name": "Anchor Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears."
            ],
            "url": "/api/2014/magic-items/feather-token-anchor"
          },
          {
            "index": "feather-token-bird",
            "name": "Bird Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action."
            ],
            "url": "/api/2014/magic-items/feather-token-bird"
          },
          {
            "index": "feather-token-fan",
            "name": "Fan Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action."
            ],
            "url": "/api/2014/magic-items/feather-token-fan"
          },
          {
            "index": "feather-token-swan-boat",
            "name": "Swan Boat Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action."
            ],
            "url": "/api/2014/magic-items/feather-token-swan-boat"
          },
          {
            "index": "feather-token-tree",
            "name": "Tree Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius."
            ],
            "url": "/api/2014/magic-items/feather-token-tree"
          },
          {
            "index": "feather-token-whip",
            "name": "Whip Feather Token",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "This tiny object looks like a feather.",
              "You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.",
              "As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die."
            ],
            "url": "/api/2014/magic-items/feather-token-whip"
          },
          {
            "index": "figurine-of-wondrous-power",
            "name": "Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "figurine-of-wondrous-power-bronze-griffon",
                "name": "Bronze Griffon Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-bronze-griffon"
              },
              {
                "index": "figurine-of-wondrous-power-ebony-fly",
                "name": "Ebony Fly Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-ebony-fly"
              },
              {
                "index": "figurine-of-wondrous-power-golden-lions",
                "name": "Golden Lions Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-golden-lions"
              },
              {
                "index": "figurine-of-wondrous-power-ivory-goats",
                "name": "Ivory Goats Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-ivory-goats"
              },
              {
                "index": "figurine-of-wondrous-power-marble-elephant",
                "name": "Marble Elephant Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-marble-elephant"
              },
              {
                "index": "figurine-of-wondrous-power-obsidian-steed",
                "name": "Obsidian Steed Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-obsidian-steed"
              },
              {
                "index": "figurine-of-wondrous-power-onyx-dog",
                "name": "Onyx Dog Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-onyx-dog"
              },
              {
                "index": "figurine-of-wondrous-power-serpentine-owl",
                "name": "Serpentine Owl Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-serpentine-owl"
              },
              {
                "index": "figurine-of-wondrous-power-silver-raven",
                "name": "Silver Raven Figurine of Wondrous Power",
                "url": "/api/2014/magic-items/figurine-of-wondrous-power-silver-raven"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, rarity by figurine",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Bronze Griffon (Rare).*** This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.",
              "***Ebony Fly (Rare).*** This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.",
              "Giant Fly",
              "Large beast, unaligned",
              "Armor Class 11",
              "Hit Points 19 (3d10 + 3)",
              "Speed 30 ft., fly 60 ft.",
              "| STR | DEX | CON | INT | WIS | CHA |",
              "|---|---|---|---|---|---|",
              "| 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |",
              "Senses darkvision 60 ft., passive Perception 10",
              "Languages -",
              "***Golden Lions (Rare).*** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.",
              "***Ivory Goats (Rare).*** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:",
              "The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.",
              "The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.",
              "The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.",
              "***Marble Elephant (Rare).*** This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.",
              "***Obsidian Steed (Very Rare).*** This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.",
              "If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.",
              "***Onyx Dog (Rare).*** This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.",
              "***Serpentine Owl (Rare).*** This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.",
              "***Silver Raven (Uncommon).*** This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power"
          },
          {
            "index": "figurine-of-wondrous-power-bronze-griffon",
            "name": "Bronze Griffon Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Bronze Griffon.*** This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-bronze-griffon"
          },
          {
            "index": "figurine-of-wondrous-power-ebony-fly",
            "name": "Ebony Fly Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Ebony Fly.*** This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.",
              "Giant Fly",
              "Large beast, unaligned",
              "Armor Class 11",
              "Hit Points 19 (3d10 + 3)",
              "Speed 30 ft., fly 60 ft.",
              "| STR | DEX | CON | INT | WIS | CHA |",
              "|---|---|---|---|---|---|",
              "| 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |",
              "Senses darkvision 60 ft., passive Perception 10",
              "Languages -"
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-ebony-fly"
          },
          {
            "index": "figurine-of-wondrous-power-golden-lions",
            "name": "Golden Lions Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Golden Lions.*** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-golden-lions"
          },
          {
            "index": "figurine-of-wondrous-power-ivory-goats",
            "name": "Ivory Goats Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Ivory Goats.*** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:",
              "The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.",
              "The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.",
              "The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-ivory-goats"
          },
          {
            "index": "figurine-of-wondrous-power-marble-elephant",
            "name": "Marble Elephant Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Marble Elephant.*** This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-marble-elephant"
          },
          {
            "index": "figurine-of-wondrous-power-obsidian-steed",
            "name": "Obsidian Steed Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Obsidian Steed.*** This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.",
              "If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-obsidian-steed"
          },
          {
            "index": "figurine-of-wondrous-power-onyx-dog",
            "name": "Onyx Dog Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Onyx Dog.*** This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-onyx-dog"
          },
          {
            "index": "figurine-of-wondrous-power-serpentine-owl",
            "name": "Serpentine Owl Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Serpentine Owl.*** This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-serpentine-owl"
          },
          {
            "index": "figurine-of-wondrous-power-silver-raven",
            "name": "Silver Raven Figurine of Wondrous Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, uncommon",
              "A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.",
              "The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.",
              "The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.",
              "***Silver Raven.*** This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will."
            ],
            "url": "/api/2014/magic-items/figurine-of-wondrous-power-silver-raven"
          },
          {
            "index": "flame-tongue",
            "name": "Flame Tongue",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), rare (requires attunement)",
              "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword."
            ],
            "url": "/api/2014/magic-items/flame-tongue"
          },
          {
            "index": "folding-boat",
            "name": "Folding Boat",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.",
              "One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.",
              "The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.",
              "When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.",
              "The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so."
            ],
            "url": "/api/2014/magic-items/folding-boat"
          },
          {
            "index": "frost-brand",
            "name": "Frost Brand",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), very rare (requires attunement)",
              "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.",
              "In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
              "When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour."
            ],
            "url": "/api/2014/magic-items/frost-brand"
          },
          {
            "index": "gauntlets-of-ogre-power",
            "name": "Gauntlets of Ogre Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher."
            ],
            "url": "/api/2014/magic-items/gauntlets-of-ogre-power"
          },
          {
            "index": "gem-of-brightness",
            "name": "Gem of Brightness",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:",
              "The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.",
              "The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
              "The third command word expends 5 charges and causes the gem to flare with blinding light in a 30 foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.",
              "When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp."
            ],
            "url": "/api/2014/magic-items/gem-of-brightness"
          },
          {
            "index": "gem-of-seeing",
            "name": "Gem of Seeing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.",
              "The gem regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/gem-of-seeing"
          },
          {
            "index": "giant-slayer",
            "name": "Giant Slayer",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any axe or sword), rare",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
              "When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls."
            ],
            "url": "/api/2014/magic-items/giant-slayer"
          },
          {
            "index": "glamoured-studded-leather-armor",
            "name": "Glamoured Studded Leather Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (studded leather), rare",
              "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor."
            ],
            "url": "/api/2014/magic-items/glamoured-studded-leather-armor"
          },
          {
            "index": "gloves-of-missile-snaring",
            "name": "Gloves of Missile Snaring",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand."
            ],
            "url": "/api/2014/magic-items/gloves-of-missile-snaring"
          },
          {
            "index": "gloves-of-swimming-and-climbing",
            "name": "Gloves of Swimming and Climbing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
            ],
            "url": "/api/2014/magic-items/gloves-of-swimming-and-climbing"
          },
          {
            "index": "goggles-of-night",
            "name": "Goggles of Night",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet."
            ],
            "url": "/api/2014/magic-items/goggles-of-night"
          },
          {
            "index": "hammer-of-thunderbolts",
            "name": "Hammer of Thunderbolts",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (maul), legendary",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
              "Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.",
              "The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/hammer-of-thunderbolts"
          },
          {
            "index": "handy-haversack",
            "name": "Handy Haversack",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.",
              "Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.",
              "The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.",
              "Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
            ],
            "url": "/api/2014/magic-items/handy-haversack"
          },
          {
            "index": "hat-of-disguise",
            "name": "Hat of Disguise",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed."
            ],
            "url": "/api/2014/magic-items/hat-of-disguise"
          },
          {
            "index": "headband-of-intellect",
            "name": "Headband of Intellect",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher."
            ],
            "url": "/api/2014/magic-items/headband-of-intellect"
          },
          {
            "index": "helm-of-brilliance",
            "name": "Helm of Brilliance",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.",
              "You gain the following benefits while wearing it:",
              "You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.",
              "As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.",
              "As long as the helm has at least one ruby, you have resistance to fire damage.",
              "As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.",
              "Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed."
            ],
            "url": "/api/2014/magic-items/helm-of-brilliance"
          },
          {
            "index": "helm-of-comprehending-languages",
            "name": "Helm of Comprehending Languages",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While wearing this helm, you can use an action to cast the comprehend languages spell from it at will."
            ],
            "url": "/api/2014/magic-items/helm-of-comprehending-languages"
          },
          {
            "index": "helm-of-telepathy",
            "name": "Helm of Telepathy",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.",
              "While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/helm-of-telepathy"
          },
          {
            "index": "helm-of-teleportation",
            "name": "Helm of Teleportation",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3",
              "expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/helm-of-teleportation"
          },
          {
            "index": "holy-avenger",
            "name": "Holy Avenger",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), legendary (requires attunement by a paladin)",
              "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.",
              "While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet."
            ],
            "url": "/api/2014/magic-items/holy-avenger"
          },
          {
            "index": "horn-of-blasting",
            "name": "Horn of Blasting",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.",
              "Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn."
            ],
            "url": "/api/2014/magic-items/horn-of-blasting"
          },
          {
            "index": "horn-of-valhalla",
            "name": "Horn of Valhalla",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "horn-of-valhalla-silver",
                "name": "Silver Horn of Valhalla",
                "url": "/api/2014/magic-items/horn-of-valhalla-silver"
              },
              {
                "index": "horn-of-valhalla-brass",
                "name": "Brass Horn of Valhalla",
                "url": "/api/2014/magic-items/horn-of-valhalla-brass"
              },
              {
                "index": "horn-of-valhalla-bronze",
                "name": "Bronze Horn of Valhalla",
                "url": "/api/2014/magic-items/horn-of-valhalla-bronze"
              },
              {
                "index": "horn-of-valhalla-iron",
                "name": "Iron Horn of Valhalla",
                "url": "/api/2014/magic-items/horn-of-valhalla-iron"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, rare (silver or brass), very rare (bronze) or legendary (iron)",
              "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.",
              "Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.",
              "| d100 | Horn Type | Berserkers Summoned | Requirement |",
              "|---|---|---|---|",
              "| 01-40 | Silver | 2d4 + 2 | None |",
              "| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |",
              "| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |",
              "| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |",
              "If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands."
            ],
            "url": "/api/2014/magic-items/horn-of-valhalla"
          },
          {
            "index": "horn-of-valhalla-silver",
            "name": "Silver Horn of Valhalla",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.",
              "The summoned berserkers are friendly to you and your companions and follow your commands."
            ],
            "url": "/api/2014/magic-items/horn-of-valhalla-silver"
          },
          {
            "index": "horn-of-valhalla-brass",
            "name": "Brass Horn of Valhalla",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare",
              "You can use an action to blow this horn. In response, 3d4 + 3 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.",
              "If you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands."
            ],
            "url": "/api/2014/magic-items/horn-of-valhalla-brass"
          },
          {
            "index": "horn-of-valhalla-bronze",
            "name": "Bronze Horn of Valhalla",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "You can use an action to blow this horn. In response, 4d4 + 4 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.",
              "If you blow the horn without having proficiency with all medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands."
            ],
            "url": "/api/2014/magic-items/horn-of-valhalla-bronze"
          },
          {
            "index": "horn-of-valhalla-iron",
            "name": "Iron Horn of Valhalla",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary",
              "You can use an action to blow this horn. In response, 5d4 + 5 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.",
              "If you blow the horn without having proficiency with all martial weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands."
            ],
            "url": "/api/2014/magic-items/horn-of-valhalla-iron"
          },
          {
            "index": "horseshoes-of-a-zephyr",
            "name": "Horseshoes of a Zephyr",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march."
            ],
            "url": "/api/2014/magic-items/horseshoes-of-a-zephyr"
          },
          {
            "index": "horseshoes-of-speed",
            "name": "Horseshoes of Speed",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet."
            ],
            "url": "/api/2014/magic-items/horseshoes-of-speed"
          },
          {
            "index": "immovable-rod",
            "name": "Immovable Rod",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, uncommon",
              "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success."
            ],
            "url": "/api/2014/magic-items/immovable-rod"
          },
          {
            "index": "instant-fortress",
            "name": "Instant Fortress",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.",
              "The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.",
              "Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.",
              "The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,",
              "immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points."
            ],
            "url": "/api/2014/magic-items/instant-fortress"
          },
          {
            "index": "ioun-stone",
            "name": "Ioun Stone",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "ioun-stone-of-absorption",
                "name": "Ioun Stone of Absorption",
                "url": "/api/2014/magic-items/ioun-stone-of-absorption"
              },
              {
                "index": "ioun-stone-of-agility",
                "name": "Ioun Stone of Agility",
                "url": "/api/2014/magic-items/ioun-stone-of-agility"
              },
              {
                "index": "ioun-stone-of-awareness",
                "name": "Ioun Stone of Awareness",
                "url": "/api/2014/magic-items/ioun-stone-of-awareness"
              },
              {
                "index": "ioun-stone-of-fortitude",
                "name": "Ioun Stone of Fortitude",
                "url": "/api/2014/magic-items/ioun-stone-of-fortitude"
              },
              {
                "index": "ioun-stone-of-greater-absorption",
                "name": "Ioun Stone of Greater Absorption",
                "url": "/api/2014/magic-items/ioun-stone-of-greater-absorption"
              },
              {
                "index": "ioun-stone-of-insight",
                "name": "Ioun Stone of Insight",
                "url": "/api/2014/magic-items/ioun-stone-of-insight"
              },
              {
                "index": "ioun-stone-of-intellect",
                "name": "Ioun Stone of Intellect",
                "url": "/api/2014/magic-items/ioun-stone-of-intellect"
              },
              {
                "index": "ioun-stone-of-leadership",
                "name": "Ioun Stone of Leadership",
                "url": "/api/2014/magic-items/ioun-stone-of-leadership"
              },
              {
                "index": "ioun-stone-of-mastery",
                "name": "Ioun Stone of Mastery",
                "url": "/api/2014/magic-items/ioun-stone-of-mastery"
              },
              {
                "index": "ioun-stone-of-protection",
                "name": "Ioun Stone of Protection",
                "url": "/api/2014/magic-items/ioun-stone-of-protection"
              },
              {
                "index": "ioun-stone-of-regeneration",
                "name": "Ioun Stone of Regeneration",
                "url": "/api/2014/magic-items/ioun-stone-of-regeneration"
              },
              {
                "index": "ioun-stone-of-reserve",
                "name": "Ioun Stone of Reserve",
                "url": "/api/2014/magic-items/ioun-stone-of-reserve"
              },
              {
                "index": "ioun-stone-of-strength",
                "name": "Ioun Stone of Strength",
                "url": "/api/2014/magic-items/ioun-stone-of-strength"
              },
              {
                "index": "ioun-stone-of-sustenance",
                "name": "Ioun Stone of Sustenance",
                "url": "/api/2014/magic-items/ioun-stone-of-sustenance"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, varies (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Absorption (Very Rare).*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.",
              "Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.",
              "***Agility (Very Rare).*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.",
              "***Awareness (Rare).*** You can't be surprised while this dark blue rhomboid orbits your head.",
              "***Fortitude (Very Rare).*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.",
              "***Greater Absorption (Legendary).*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.",
              "Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.",
              "***Insight (Very Rare).*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.",
              "***Intellect (Very Rare).*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.",
              "***Leadership (Very Rare).*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.",
              "***Mastery (Legendary).*** Your proficiency bonus increases by 1 while this pale green prism orbits your head.",
              "***Protection (Rare).*** You gain a +1 bonus to AC while this dusty rose prism orbits your head.",
              "***Regeneration (Legendary).*** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.",
              "***Reserve (Rare).*** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.",
              "Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.",
              "While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.",
              "***Strength (Very Rare).*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.",
              "***Sustenance (Rare).*** You don't need to eat or drink while this clear spindle orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone"
          },
          {
            "index": "ioun-stone-of-absorption",
            "name": "Ioun Stone of Absorption",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Absorption.*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.",
              "Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-absorption"
          },
          {
            "index": "ioun-stone-of-agility",
            "name": "Ioun Stone of Agility",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Agility.*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-agility"
          },
          {
            "index": "ioun-stone-of-awareness",
            "name": "Ioun Stone of Awareness",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Awareness.*** You can't be surprised while this dark blue rhomboid orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-awareness"
          },
          {
            "index": "ioun-stone-of-fortitude",
            "name": "Ioun Stone of Fortitude",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Fortitude.*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-fortitude"
          },
          {
            "index": "ioun-stone-of-greater-absorption",
            "name": "Ioun Stone of Greater Absorption",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Greater Absorption.*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.",
              "Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-greater-absorption"
          },
          {
            "index": "ioun-stone-of-insight",
            "name": "Ioun Stone of Insight",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Insight.*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-insight"
          },
          {
            "index": "ioun-stone-of-intellect",
            "name": "Ioun Stone of Intellect",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Intellect.*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-intellect"
          },
          {
            "index": "ioun-stone-of-leadership",
            "name": "Ioun Stone of Leadership",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Leadership.*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-leadership"
          },
          {
            "index": "ioun-stone-of-mastery",
            "name": "Ioun Stone of Mastery",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Mastery.*** Your proficiency bonus increases by 1 while this pale green prism orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-mastery"
          },
          {
            "index": "ioun-stone-of-protection",
            "name": "Ioun Stone of Protection",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Protection.*** You gain a +1 bonus to AC while this dusty rose prism orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-protection"
          },
          {
            "index": "ioun-stone-of-regeneration",
            "name": "Ioun Stone of Regeneration",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Regeneration.*** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-regeneration"
          },
          {
            "index": "ioun-stone-of-reserve",
            "name": "Ioun Stone of Reserve",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Reserve.*** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.",
              "Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.",
              "While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-reserve"
          },
          {
            "index": "ioun-stone-of-strength",
            "name": "Ioun Stone of Strength",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Strength.*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-strength"
          },
          {
            "index": "ioun-stone-of-sustenance",
            "name": "Ioun Stone of Sustenance",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.",
              "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.",
              "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.",
              "***Sustenance.*** You don't need to eat or drink while this clear spindle orbits your head."
            ],
            "url": "/api/2014/magic-items/ioun-stone-of-sustenance"
          },
          {
            "index": "iron-bands-of-binding",
            "name": "Iron Bands of Binding",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.",
              "Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.",
              "A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.",
              "Once the bands are used, they can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/iron-bands-of-binding"
          },
          {
            "index": "iron-flask",
            "name": "Iron Flask",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.",
              "You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.",
              "An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.",
              "| d100 | Contents |",
              "|---|---|",
              "| 1-50 | Empty |",
              "| 51-54 | Demon (type 1) |",
              "| 55-58 | Demon (type 2) |",
              "| 59-62 | Demon (type 3) |",
              "| 63-64 | Demon (type 4) |",
              "| 65 | Demon (type 5) |",
              "| 66 | Demon (type 6) |",
              "| 67 | Deva |",
              "| 68-69 | Devil (greater) |",
              "| 70-73 | Devil (lesser) |",
              "| 74-75 | Djinni |",
              "| 76-77 | Efreeti |",
              "| 78-83 | Elemental (any) |",
              "| 84-86 | Invisible stalker |",
              "| 87-90 | Night hag |",
              "| 91 | Planetar |",
              "| 92-95 | Salamander |",
              "| 96 | Solar |",
              "| 97-99 | Succubus/incubus |",
              "| 100 | Xorn |"
            ],
            "url": "/api/2014/magic-items/iron-flask"
          },
          {
            "index": "javelin-of-lightning",
            "name": "Javelin of Lightning",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (javelin), uncommon",
              "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.",
              "The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon."
            ],
            "url": "/api/2014/magic-items/javelin-of-lightning"
          },
          {
            "index": "lantern-of-revealing",
            "name": "Lantern of Revealing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 foot radius."
            ],
            "url": "/api/2014/magic-items/lantern-of-revealing"
          },
          {
            "index": "luck-blade",
            "name": "Luck Blade",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), legendary (requires attunement)",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.",
              "***Luck.*** If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.",
              "***Wish.*** The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges."
            ],
            "url": "/api/2014/magic-items/luck-blade"
          },
          {
            "index": "mace-of-disruption",
            "name": "Mace of Disruption",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (mace), rare (requires attunement)",
              "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.",
              "While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet."
            ],
            "url": "/api/2014/magic-items/mace-of-disruption"
          },
          {
            "index": "mace-of-smiting",
            "name": "Mace of Smiting",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (mace), rare",
              "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.",
              "When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed."
            ],
            "url": "/api/2014/magic-items/mace-of-smiting"
          },
          {
            "index": "mace-of-terror",
            "name": "Mace of Terror",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (mace), rare (requires attunement)",
              "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.",
              "The mace regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/mace-of-terror"
          },
          {
            "index": "mantle-of-spell-resistance",
            "name": "Mantle of Spell Resistance",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "You have advantage on saving throws against spells while you wear this cloak."
            ],
            "url": "/api/2014/magic-items/mantle-of-spell-resistance"
          },
          {
            "index": "manual-of-bodily-health",
            "name": "Manual of Bodily Health",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/manual-of-bodily-health"
          },
          {
            "index": "manual-of-gainful-exercise",
            "name": "Manual of Gainful Exercise",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/manual-of-gainful-exercise"
          },
          {
            "index": "manual-of-golems",
            "name": "Manual of Golems",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [
              {
                "index": "manual-of-golems-clay",
                "name": "Manual of Clay Golems",
                "url": "/api/2014/magic-items/manual-of-golems-clay"
              },
              {
                "index": "manual-of-golems-flesh",
                "name": "Manual of Flesh Golems",
                "url": "/api/2014/magic-items/manual-of-golems-flesh"
              },
              {
                "index": "manual-of-golems-iron",
                "name": "Manual of Iron Golems",
                "url": "/api/2014/magic-items/manual-of-golems-iron"
              },
              {
                "index": "manual-of-golems-stone",
                "name": "Manual of Stone Golems",
                "url": "/api/2014/magic-items/manual-of-golems-stone"
              }
            ],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.",
              "| d20 | Golem | Time | Cost |",
              "|---|---|---|---|",
              "| 1-5 | Clay | 30 days | 65,000 gp |",
              "| 6-17 | Flesh | 60 days | 50,000 gp |",
              "| 18 | Iron | 120 days | 100,000 gp |",
              "| 19-20 | Stone | 90 days | 80,000 gp |",
              "To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.",
              "Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands."
            ],
            "url": "/api/2014/magic-items/manual-of-golems"
          },
          {
            "index": "manual-of-golems-clay",
            "name": "Manual of Clay Golems",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "This tome contains information and incantations necessary to make a clay golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.",
              "To create a golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies.",
              "Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands."
            ],
            "url": "/api/2014/magic-items/manual-of-golems-clay"
          },
          {
            "index": "manual-of-golems-flesh",
            "name": "Manual of Flesh Golems",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "This tome contains information and incantations necessary to make a flesh golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.",
              "To create a golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies.",
              "Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands."
            ],
            "url": "/api/2014/magic-items/manual-of-golems-flesh"
          },
          {
            "index": "manual-of-golems-iron",
            "name": "Manual of Iron Golems",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "This tome contains information and incantations necessary to make an iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.",
              "To create a golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.",
              "Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands."
            ],
            "url": "/api/2014/magic-items/manual-of-golems-iron"
          },
          {
            "index": "manual-of-golems-stone",
            "name": "Manual of Stone Golems",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wondrous item, very rare",
              "This tome contains information and incantations necessary to make a stone golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.",
              "To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies.",
              "Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands."
            ],
            "url": "/api/2014/magic-items/manual-of-golems-stone"
          },
          {
            "index": "manual-of-quickness-of-action",
            "name": "Manual of Quickness of Action",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/manual-of-quickness-of-action"
          },
          {
            "index": "marvelous-pigments",
            "name": "Marvelous Pigments",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.",
              "Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.",
              "When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.",
              "Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.",
              "If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything."
            ],
            "url": "/api/2014/magic-items/marvelous-pigments"
          },
          {
            "index": "medallion-of-thoughts",
            "name": "Medallion of Thoughts",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/medallion-of-thoughts"
          },
          {
            "index": "mirror-of-life-trapping",
            "name": "Mirror of Life Trapping",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.",
              "If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.",
              "Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.",
              "An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.",
              "If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.",
              "While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.",
              "In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it."
            ],
            "url": "/api/2014/magic-items/mirror-of-life-trapping"
          },
          {
            "index": "mithral-armor",
            "name": "Mithral Armor",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (medium or heavy), uncommon",
              "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
            ],
            "url": "/api/2014/magic-items/mithral-armor"
          },
          {
            "index": "necklace-of-adaptation",
            "name": "Necklace of Adaptation",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons)."
            ],
            "url": "/api/2014/magic-items/necklace-of-adaptation"
          },
          {
            "index": "necklace-of-fireballs",
            "name": "Necklace of Fireballs",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).",
              "You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first."
            ],
            "url": "/api/2014/magic-items/necklace-of-fireballs"
          },
          {
            "index": "necklace-of-prayer-beads",
            "name": "Necklace of Prayer Beads",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement by a cleric, druid, or paladin)",
              "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.",
              "Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.",
              "| d20 | Bead of... | Spell |",
              "|---|---|---|",
              "| 1-6 | Blessing | Bless |",
              "| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |",
              "| 13-16 | Favor | Greater restoration |",
              "| 17-18 | Smiting | Branding smite |",
              "| 19 | Summons | Planar ally |",
              "| 20 | Wind walking | Wind walk |"
            ],
            "url": "/api/2014/magic-items/necklace-of-prayer-beads"
          },
          {
            "index": "nine-lives-stealer",
            "name": "Nine Lives Stealer",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), very rare (requires attunement)",
              "You gain a +2 bonus to attack and damage rolls made with this magic weapon.",
              "The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property."
            ],
            "url": "/api/2014/magic-items/nine-lives-stealer"
          },
          {
            "index": "oathbow",
            "name": "Oathbow",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (longbow), very rare (requires attunement)",
              "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.",
              "When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.",
              "While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons."
            ],
            "url": "/api/2014/magic-items/oathbow"
          },
          {
            "index": "oil-of-etherealness",
            "name": "Oil of Etherealness",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour."
            ],
            "url": "/api/2014/magic-items/oil-of-etherealness"
          },
          {
            "index": "oil-of-sharpness",
            "name": "Oil of Sharpness",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, very rare",
              "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls."
            ],
            "url": "/api/2014/magic-items/oil-of-sharpness"
          },
          {
            "index": "oil-of-slipperiness",
            "name": "Oil of Slipperiness",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.",
              "Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours."
            ],
            "url": "/api/2014/magic-items/oil-of-slipperiness"
          },
          {
            "index": "pearl-of-power",
            "name": "Pearl of Power",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement by a spellcaster)",
              "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/pearl-of-power"
          },
          {
            "index": "periapt-of-health",
            "name": "Periapt of Health",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant."
            ],
            "url": "/api/2014/magic-items/periapt-of-health"
          },
          {
            "index": "periapt-of-proof-against-poison",
            "name": "Periapt of Proof against Poison",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage."
            ],
            "url": "/api/2014/magic-items/periapt-of-proof-against-poison"
          },
          {
            "index": "periapt-of-wound-closure",
            "name": "Periapt of Wound Closure",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores."
            ],
            "url": "/api/2014/magic-items/periapt-of-wound-closure"
          },
          {
            "index": "philter-of-love",
            "name": "Philter of Love",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
            ],
            "url": "/api/2014/magic-items/philter-of-love"
          },
          {
            "index": "pipes-of-haunting",
            "name": "Pipes of Haunting",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/pipes-of-haunting"
          },
          {
            "index": "pipes-of-the-sewers",
            "name": "Pipes of the Sewers",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.",
              "The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.",
              "Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours."
            ],
            "url": "/api/2014/magic-items/pipes-of-the-sewers"
          },
          {
            "index": "plate-armor-of-etherealness",
            "name": "Plate Armor of Etherealness",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (plate), legendary (requires attunement)",
              "While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/plate-armor-of-etherealness"
          },
          {
            "index": "portable-hole",
            "name": "Portable Hole",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.",
              "You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.",
              "You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.",
              "If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.",
              "Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
            ],
            "url": "/api/2014/magic-items/portable-hole"
          },
          {
            "index": "potion-of-animal-friendship",
            "name": "Potion of Animal Friendship",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair."
            ],
            "url": "/api/2014/magic-items/potion-of-animal-friendship"
          },
          {
            "index": "potion-of-clairvoyance",
            "name": "Potion of Clairvoyance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened."
            ],
            "url": "/api/2014/magic-items/potion-of-clairvoyance"
          },
          {
            "index": "potion-of-climbing",
            "name": "Potion of Climbing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Common"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, common",
              "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
            ],
            "url": "/api/2014/magic-items/potion-of-climbing"
          },
          {
            "index": "potion-of-diminution",
            "name": "Potion of Diminution",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "When you drink this potion, you gain the \"reduce\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
            ],
            "url": "/api/2014/magic-items/potion-of-diminution"
          },
          {
            "index": "potion-of-flying",
            "name": "Potion of Flying",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, very rare",
              "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
            ],
            "url": "/api/2014/magic-items/potion-of-flying"
          },
          {
            "index": "potion-of-gaseous-form",
            "name": "Potion of Gaseous Form",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water."
            ],
            "url": "/api/2014/magic-items/potion-of-gaseous-form"
          },
          {
            "index": "potion-of-giant-strength",
            "name": "Potion of Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "potion-of-giant-strength-hill",
                "name": "Potion of Hill Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-hill"
              },
              {
                "index": "potion-of-giant-strength-frost",
                "name": "Potion of Frost Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-frost"
              },
              {
                "index": "potion-of-giant-strength-stone",
                "name": "Potion of Stone Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-stone"
              },
              {
                "index": "potion-of-giant-strength-fire",
                "name": "Potion of Fire Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-fire"
              },
              {
                "index": "potion-of-giant-strength-cloud",
                "name": "Potion of Cloud Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-cloud"
              },
              {
                "index": "potion-of-giant-strength-storm",
                "name": "Potion of Storm Giant Strength",
                "url": "/api/2014/magic-items/potion-of-giant-strength-storm"
              }
            ],
            "variant": false,
            "desc": [
              "Potion, varies",
              "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.",
              "| Type of Giant | Strength | Rarity |",
              "|---|---|---|",
              "| Hill giant | 21 | Uncommon |",
              "| Frost/stone giant | 23 | Rare |",
              "| Fire giant | 25 | Rare |",
              "| Cloud giant | 27 | Very rare |",
              "| Storm giant | 29 | Legendary |"
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength"
          },
          {
            "index": "potion-of-giant-strength-hill",
            "name": "Potion of Hill Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-hill"
          },
          {
            "index": "potion-of-giant-strength-frost",
            "name": "Potion of Frost Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, rare",
              "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-frost"
          },
          {
            "index": "potion-of-giant-strength-stone",
            "name": "Potion of Stone Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, rare",
              "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-stone"
          },
          {
            "index": "potion-of-giant-strength-fire",
            "name": "Potion of Fire Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, rare",
              "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-fire"
          },
          {
            "index": "potion-of-giant-strength-cloud",
            "name": "Potion of Cloud Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, very rare",
              "When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-cloud"
          },
          {
            "index": "potion-of-giant-strength-storm",
            "name": "Potion of Storm Giant Strength",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, legendary",
              "When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.",
              "This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant."
            ],
            "url": "/api/2014/magic-items/potion-of-giant-strength-storm"
          },
          {
            "index": "potion-of-growth",
            "name": "Potion of Growth",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain the \"enlarge\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
            ],
            "url": "/api/2014/magic-items/potion-of-growth"
          },
          {
            "index": "potion-of-healing",
            "name": "Potion of Healing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "potion-of-healing-common",
                "name": "Potion of Healing",
                "url": "/api/2014/magic-items/potion-of-healing-common"
              },
              {
                "index": "potion-of-healing-greater",
                "name": "Potion of Greater Healing",
                "url": "/api/2014/magic-items/potion-of-healing-greater"
              },
              {
                "index": "potion-of-healing-superior",
                "name": "Potion of Superior Healing",
                "url": "/api/2014/magic-items/potion-of-healing-superior"
              },
              {
                "index": "potion-of-healing-supreme",
                "name": "Potion of Supreme Healing",
                "url": "/api/2014/magic-items/potion-of-healing-supreme"
              }
            ],
            "variant": false,
            "desc": [
              "Potion, varies",
              "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.",
              "Potions of Healing (table)",
              "| Potion of ... | Rarity | HP Regained |",
              "|---|---|---|",
              "| Healing | Common | 2d4 + 2 |",
              "| Greater healing | Uncommon | 4d4 + 4 |",
              "| Superior healing | Rare | 8d4 + 8 |",
              "| Supreme healing | Very rare | 10d4 + 20 |"
            ],
            "url": "/api/2014/magic-items/potion-of-healing"
          },
          {
            "index": "potion-of-healing-common",
            "name": "Potion of Healing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Common"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, common",
              "You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated."
            ],
            "url": "/api/2014/magic-items/potion-of-healing-common"
          },
          {
            "index": "potion-of-healing-greater",
            "name": "Potion of Greater Healing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated."
            ],
            "url": "/api/2014/magic-items/potion-of-healing-greater"
          },
          {
            "index": "potion-of-healing-superior",
            "name": "Potion of Superior Healing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, rare",
              "You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated."
            ],
            "url": "/api/2014/magic-items/potion-of-healing-superior"
          },
          {
            "index": "potion-of-healing-supreme",
            "name": "Potion of Supreme Healing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, very rare",
              "You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated."
            ],
            "url": "/api/2014/magic-items/potion-of-healing-supreme"
          },
          {
            "index": "potion-of-heroism",
            "name": "Potion of Heroism",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling."
            ],
            "url": "/api/2014/magic-items/potion-of-heroism"
          },
          {
            "index": "potion-of-invisibility",
            "name": "Potion of Invisibility",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, very rare",
              "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell."
            ],
            "url": "/api/2014/magic-items/potion-of-invisibility"
          },
          {
            "index": "potion-of-mind-reading",
            "name": "Potion of Mind Reading",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, rare",
              "When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it."
            ],
            "url": "/api/2014/magic-items/potion-of-mind-reading"
          },
          {
            "index": "potion-of-poison",
            "name": "Potion of Poison",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.",
              "If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0."
            ],
            "url": "/api/2014/magic-items/potion-of-poison"
          },
          {
            "index": "potion-of-resistance",
            "name": "Potion of Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [
              {
                "index": "potion-of-resistance-acid",
                "name": "Potion of Acid Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-acid"
              },
              {
                "index": "potion-of-resistance-cold",
                "name": "Potion of Cold Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-cold"
              },
              {
                "index": "potion-of-resistance-fire",
                "name": "Potion of Fire Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-fire"
              },
              {
                "index": "potion-of-resistance-force",
                "name": "Potion of Force Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-force"
              },
              {
                "index": "potion-of-resistance-lightning",
                "name": "Potion of Lightning Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-lightning"
              },
              {
                "index": "potion-of-resistance-necrotic",
                "name": "Potion of Necrotic Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-necrotic"
              },
              {
                "index": "potion-of-resistance-poison",
                "name": "Potion of Poison Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-poison"
              },
              {
                "index": "potion-of-resistance-psychic",
                "name": "Potion of Psychic Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-psychic"
              },
              {
                "index": "potion-of-resistance-radiant",
                "name": "Potion of Radiant Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-radiant"
              },
              {
                "index": "potion-of-resistance-thunder",
                "name": "Potion of Thunder Resistance",
                "url": "/api/2014/magic-items/potion-of-resistance-thunder"
              }
            ],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.",
              "| d10 | Damage Type |",
              "|---|---|",
              "| 1 | Acid |",
              "| 2 | Cold |",
              "| 3 | Fire |",
              "| 4 | Force |",
              "| 5 | Lightning |",
              "| 6 | Necrotic |",
              "| 7 | Poison |",
              "| 8 | Psychic |",
              "| 9 | Radiant |",
              "| 10 | Thunder |"
            ],
            "url": "/api/2014/magic-items/potion-of-resistance"
          },
          {
            "index": "potion-of-resistance-acid",
            "name": "Potion of Acid Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to acid damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-acid"
          },
          {
            "index": "potion-of-resistance-cold",
            "name": "Potion of Cold Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to cold damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-cold"
          },
          {
            "index": "potion-of-resistance-fire",
            "name": "Potion of Fire Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to fire damage for 1 hour."
            ],
            "image": "/api/2014/magic-items/potion-of-resistance-fire.png",
            "url": "/api/2014/magic-items/potion-of-resistance-fire"
          },
          {
            "index": "potion-of-resistance-force",
            "name": "Potion of Force Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to force damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-force"
          },
          {
            "index": "potion-of-resistance-lightning",
            "name": "Potion of Lightning Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to lightning damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-lightning"
          },
          {
            "index": "potion-of-resistance-necrotic",
            "name": "Potion of Necrotic Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to necrotic damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-necrotic"
          },
          {
            "index": "potion-of-resistance-poison",
            "name": "Potion of Poison Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to poison damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-poison"
          },
          {
            "index": "potion-of-resistance-psychic",
            "name": "Potion of Psychic Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to psychic damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-psychic"
          },
          {
            "index": "potion-of-resistance-radiant",
            "name": "Potion of Radiant Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to radiant damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-radiant"
          },
          {
            "index": "potion-of-resistance-thunder",
            "name": "Potion of Thunder Resistance",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Potion, uncommon",
              "When you drink this potion, you gain resistance to thunder damage for 1 hour."
            ],
            "url": "/api/2014/magic-items/potion-of-resistance-thunder"
          },
          {
            "index": "potion-of-speed",
            "name": "Potion of Speed",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, very rare",
              "When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own."
            ],
            "url": "/api/2014/magic-items/potion-of-speed"
          },
          {
            "index": "potion-of-water-breathing",
            "name": "Potion of Water Breathing",
            "equipment_category": {
              "index": "potion",
              "name": "Potion",
              "url": "/api/2014/equipment-categories/potion"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Potion, uncommon",
              "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
            ],
            "url": "/api/2014/magic-items/potion-of-water-breathing"
          },
          {
            "index": "restorative-ointment",
            "name": "Restorative Ointment",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.",
              "As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease."
            ],
            "url": "/api/2014/magic-items/restorative-ointment"
          },
          {
            "index": "ring-of-animal-influence",
            "name": "Ring of Animal Influence",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare",
              "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:",
              "Animal friendship (save DC 13)",
              "Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower",
              "Speak with animals"
            ],
            "url": "/api/2014/magic-items/ring-of-animal-influence"
          },
          {
            "index": "ring-of-djinni-summoning",
            "name": "Ring of Djinni Summoning",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, legendary (requires attunement)",
              "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.",
              "While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.",
              "After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies."
            ],
            "url": "/api/2014/magic-items/ring-of-djinni-summoning"
          },
          {
            "index": "ring-of-elemental-command",
            "name": "Ring of Elemental Command",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [
              {
                "index": "ring-of-elemental-command-air",
                "name": "Ring of Air Elemental Command",
                "url": "/api/2014/magic-items/ring-of-elemental-command-air"
              },
              {
                "index": "ring-of-elemental-command-earth",
                "name": "Ring of Earth Elemental Command",
                "url": "/api/2014/magic-items/ring-of-elemental-command-earth"
              },
              {
                "index": "ring-of-elemental-command-fire",
                "name": "Ring of Fire Elemental Command",
                "url": "/api/2014/magic-items/ring-of-elemental-command-fire"
              },
              {
                "index": "ring-of-elemental-command-water",
                "name": "Ring of Water Elemental Command",
                "url": "/api/2014/magic-items/ring-of-elemental-command-water"
              }
            ],
            "variant": false,
            "desc": [
              "Ring, legendary (requires attunement)",
              "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.",
              "While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.",
              "The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.",
              "***Ring of Air Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.",
              "If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:",
              "You have resistance to lightning damage.",
              "You have a flying speed equal to your walking speed and can hover.",
              "You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).",
              "***Ring of Earth Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.",
              "If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:",
              "You have resistance to acid damage.",
              "You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.",
              "You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).",
              "***Ring of Fire Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.",
              "If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:",
              "You are immune to fire damage.",
              "You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).",
              "***Ring of Water Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.",
              "If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:",
              "You can breathe underwater and have a swimming speed equal to your walking speed.",
              "You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges)."
            ],
            "url": "/api/2014/magic-items/ring-of-elemental-command"
          },
          {
            "index": "ring-of-elemental-command-air",
            "name": "Ring of Air Elemental Command",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, legendary (requires attunement)",
              "This ring is linked to the Elemental Plane of Air.",
              "While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.",
              "The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.",
              "You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.",
              "If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:",
              "You have resistance to lightning damage.",
              "You have a flying speed equal to your walking speed and can hover.",
              "You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge)."
            ],
            "url": "/api/2014/magic-items/ring-of-elemental-command-air"
          },
          {
            "index": "ring-of-elemental-command-earth",
            "name": "Ring of Earth Elemental Command",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, legendary (requires attunement)",
              "This ring is linked to the Elemental Plane of Earth.",
              "While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.",
              "The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.",
              "You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.",
              "If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:",
              "You have resistance to acid damage.",
              "You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.",
              "You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges)."
            ],
            "url": "/api/2014/magic-items/ring-of-elemental-command-earth"
          },
          {
            "index": "ring-of-elemental-command-fire",
            "name": "Ring of Fire Elemental Command",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, legendary (requires attunement)",
              "This ring is linked to the Elemental Plane of Fire.",
              "While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.",
              "The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.",
              "You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.",
              "If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:",
              "You are immune to fire damage.",
              "You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges)."
            ],
            "url": "/api/2014/magic-items/ring-of-elemental-command-fire"
          },
          {
            "index": "ring-of-elemental-command-water",
            "name": "Ring of Water Elemental Command",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, legendary (requires attunement)",
              "This ring is linked to the Elemental Plane of Water.",
              "While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.",
              "The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.",
              "You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.",
              "If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:",
              "You can breathe underwater and have a swimming speed equal to your walking speed.",
              "You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges)."
            ],
            "url": "/api/2014/magic-items/ring-of-elemental-command-water"
          },
          {
            "index": "ring-of-evasion",
            "name": "Ring of Evasion",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead."
            ],
            "url": "/api/2014/magic-items/ring-of-evasion"
          },
          {
            "index": "ring-of-feather-falling",
            "name": "Ring of Feather Falling",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
            ],
            "url": "/api/2014/magic-items/ring-of-feather-falling"
          },
          {
            "index": "ring-of-free-action",
            "name": "Ring of Free Action",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained."
            ],
            "url": "/api/2014/magic-items/ring-of-free-action"
          },
          {
            "index": "ring-of-invisibility",
            "name": "Ring of Invisibility",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, legendary (requires attunement)",
              "While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again."
            ],
            "url": "/api/2014/magic-items/ring-of-invisibility"
          },
          {
            "index": "ring-of-jumping",
            "name": "Ring of Jumping",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, uncommon (requires attunement)",
              "While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so."
            ],
            "url": "/api/2014/magic-items/ring-of-jumping"
          },
          {
            "index": "ring-of-mind-shielding",
            "name": "Ring of Mind Shielding",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, uncommon (requires attunement)",
              "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.",
              "You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.",
              "If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication."
            ],
            "url": "/api/2014/magic-items/ring-of-mind-shielding"
          },
          {
            "index": "ring-of-protection",
            "name": "Ring of Protection",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "You gain a +1 bonus to AC and saving throws while wearing this ring."
            ],
            "url": "/api/2014/magic-items/ring-of-protection"
          },
          {
            "index": "ring-of-regeneration",
            "name": "Ring of Regeneration",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, very rare (requires attunement)",
              "While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time."
            ],
            "url": "/api/2014/magic-items/ring-of-regeneration"
          },
          {
            "index": "ring-of-resistance",
            "name": "Ring of Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [
              {
                "index": "ring-of-resistance-acid",
                "name": "Ring of Acid Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-acid"
              },
              {
                "index": "ring-of-resistance-cold",
                "name": "Ring of Cold Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-cold"
              },
              {
                "index": "ring-of-resistance-fire",
                "name": "Ring of Fire Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-fire"
              },
              {
                "index": "ring-of-resistance-force",
                "name": "Ring of Force Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-force"
              },
              {
                "index": "ring-of-resistance-lightning",
                "name": "Ring of Lightning Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-lightning"
              },
              {
                "index": "ring-of-resistance-necrotic",
                "name": "Ring of Necrotic Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-necrotic"
              },
              {
                "index": "ring-of-resistance-poison",
                "name": "Ring of Poison Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-poison"
              },
              {
                "index": "ring-of-resistance-psychic",
                "name": "Ring of Psychic Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-psychic"
              },
              {
                "index": "ring-of-resistance-radiant",
                "name": "Ring of Radiant Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-radiant"
              },
              {
                "index": "ring-of-resistance-thunder",
                "name": "Ring of Thunder Resistance",
                "url": "/api/2014/magic-items/ring-of-resistance-thunder"
              }
            ],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.",
              "| d10 | Damage Type | Gem |",
              "|---|---|---|",
              "| 1 | Acid | Pearl |",
              "| 2 | Cold | Tourmaline |",
              "| 3 | Fire | Garnet |",
              "| 4 | Force | Sapphire |",
              "| 5 | Lightning | Citrine |",
              "| 6 | Necrotic | Jet |",
              "| 7 | Poison | Amethyst |",
              "| 8 | Psychic | Jade |",
              "| 9 | Radiant | Topaz |",
              "| 10 | Thunder | Spinel |"
            ],
            "url": "/api/2014/magic-items/ring-of-resistance"
          },
          {
            "index": "ring-of-resistance-acid",
            "name": "Ring of Acid Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to acid damage while wearing this pearl ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-acid"
          },
          {
            "index": "ring-of-resistance-cold",
            "name": "Ring of Cold Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to cold damage while wearing this tourmaline ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-cold"
          },
          {
            "index": "ring-of-resistance-fire",
            "name": "Ring of Fire Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to fire damage while wearing this garnet ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-fire"
          },
          {
            "index": "ring-of-resistance-force",
            "name": "Ring of Force Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to force damage while wearing this sapphire ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-force"
          },
          {
            "index": "ring-of-resistance-lightning",
            "name": "Ring of Lightning Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to lightning damage while wearing this citrine ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-lightning"
          },
          {
            "index": "ring-of-resistance-necrotic",
            "name": "Ring of Necrotic Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to necrotic damage while wearing this jet ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-necrotic"
          },
          {
            "index": "ring-of-resistance-poison",
            "name": "Ring of Poison Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to poison damage while wearing this amethyst ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-poison"
          },
          {
            "index": "ring-of-resistance-psychic",
            "name": "Ring of Psychic Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to psychic damage while wearing this jade ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-psychic"
          },
          {
            "index": "ring-of-resistance-radiant",
            "name": "Ring of Radiant Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to radiant damage while wearing this topaz ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-radiant"
          },
          {
            "index": "ring-of-resistance-thunder",
            "name": "Ring of Thunder Resistance",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Ring, rare (requires attunement)",
              "You have resistance to thunder damage while wearing this spinel ring."
            ],
            "url": "/api/2014/magic-items/ring-of-resistance-thunder"
          },
          {
            "index": "ring-of-shooting-stars",
            "name": "Ring of Shooting Stars",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, very rare (requires attunement outdoors at night)",
              "While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.",
              "The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.",
              "***Faerie Fire.*** You can expend 1 charge as an action to cast faerie fire from the ring.",
              "***Ball Lightning.*** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.",
              "Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.",
              "As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.",
              "| Spheres | Lightning Damage |",
              "|---|---|",
              "| 4 | 2d4 |",
              "| 3 | 2d6 |",
              "| 2 | 5d4 |",
              "| 1 | 4d12 |",
              "***Shooting Stars.*** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one."
            ],
            "url": "/api/2014/magic-items/ring-of-shooting-stars"
          },
          {
            "index": "ring-of-spell-storing",
            "name": "Ring of Spell Storing",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.",
              "Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.",
              "While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space."
            ],
            "url": "/api/2014/magic-items/ring-of-spell-storing"
          },
          {
            "index": "ring-of-spell-turning",
            "name": "Ring of Spell Turning",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, legendary (requires attunement)",
              "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."
            ],
            "url": "/api/2014/magic-items/ring-of-spell-turning"
          },
          {
            "index": "ring-of-swimming",
            "name": "Ring of Swimming",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, uncommon",
              "You have a swimming speed of 40 feet while wearing this ring."
            ],
            "url": "/api/2014/magic-items/ring-of-swimming"
          },
          {
            "index": "ring-of-telekinesis",
            "name": "Ring of Telekinesis",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, very rare (requires attunement)",
              "While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried."
            ],
            "url": "/api/2014/magic-items/ring-of-telekinesis"
          },
          {
            "index": "ring-of-the-ram",
            "name": "Ring of the Ram",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.",
              "Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
            ],
            "url": "/api/2014/magic-items/ring-of-the-ram"
          },
          {
            "index": "ring-of-three-wishes",
            "name": "Ring of Three Wishes",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, legendary",
              "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge."
            ],
            "url": "/api/2014/magic-items/ring-of-three-wishes"
          },
          {
            "index": "ring-of-warmth",
            "name": "Ring of Warmth",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, uncommon (requires attunement)",
              "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit."
            ],
            "url": "/api/2014/magic-items/ring-of-warmth"
          },
          {
            "index": "ring-of-water-walking",
            "name": "Ring of Water Walking",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, uncommon",
              "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground."
            ],
            "url": "/api/2014/magic-items/ring-of-water-walking"
          },
          {
            "index": "ring-of-x-ray-vision",
            "name": "Ring of X-ray Vision",
            "equipment_category": {
              "index": "ring",
              "name": "Ring",
              "url": "/api/2014/equipment-categories/ring"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Ring, rare (requires attunement)",
              "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.",
              "Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion."
            ],
            "url": "/api/2014/magic-items/ring-of-x-ray-vision"
          },
          {
            "index": "robe-of-eyes",
            "name": "Robe of Eyes",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:",
              "The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.",
              "You have darkvision out to a range of 120 feet.",
              "You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.",
              "The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.",
              "A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success."
            ],
            "url": "/api/2014/magic-items/robe-of-eyes"
          },
          {
            "index": "robe-of-scintillating-colors",
            "name": "Robe of Scintillating Colors",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends."
            ],
            "url": "/api/2014/magic-items/robe-of-scintillating-colors"
          },
          {
            "index": "robe-of-stars",
            "name": "Robe of Stars",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare (requires attunement)",
              "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.",
              "Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.",
              "While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space."
            ],
            "url": "/api/2014/magic-items/robe-of-stars"
          },
          {
            "index": "robe-of-the-archmagi",
            "name": "Robe of the Archmagi",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)",
              "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.",
              "You gain these benefits while wearing the robe:",
              "If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.",
              "You have advantage on saving throws against spells and other magical effects.",
              "Your spell save DC and spell attack bonus each increase by 2."
            ],
            "url": "/api/2014/magic-items/robe-of-the-archmagi"
          },
          {
            "index": "robe-of-useful-items",
            "name": "Robe of Useful Items",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.",
              "The robe has two of each of the following patches:",
              "Dagger",
              "Bullseye lantern (filled and lit)",
              "Steel mirror",
              "10-foot pole",
              "Hempen rope (50 feet, coiled)",
              "Sack",
              "In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.",
              "| d100 | Patch |",
              "|---|---|",
              "| 01-08 | Bag of 100 gp |",
              "| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |",
              "| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |",
              "| 23-30 | 10 gems worth 100 gp each |",
              "| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags |",
              "| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |",
              "| 60-68 | 4 potions of healing |",
              "| 69-75 | Rowboat (12 feet long) |",
              "| 76-83 | Spell scroll containing one spell of 1st to 3rd level |",
              "| 84-90 | 2 mastiffs |",
              "| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |",
              "| 97-100 | Portable ram |"
            ],
            "url": "/api/2014/magic-items/robe-of-useful-items"
          },
          {
            "index": "rod-of-absorption",
            "name": "Rod of Absorption",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, very rare (requires attunement)",
              "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.",
              "When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.",
              "If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.",
              "A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical."
            ],
            "url": "/api/2014/magic-items/rod-of-absorption"
          },
          {
            "index": "rod-of-alertness",
            "name": "Rod of Alertness",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, very rare (requires attunement)",
              "This rod has a flanged head and the following properties.",
              "***Alertness.*** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.",
              "***Spells.*** While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.",
              "***Protective Aura.*** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.",
              "The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/rod-of-alertness"
          },
          {
            "index": "rod-of-lordly-might",
            "name": "Rod of Lordly Might",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, legendary (requires attunement)",
              "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.",
              "***Six Buttons.*** You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.",
              "If you press **button 1**, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.",
              "If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.",
              "If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.",
              "If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.",
              "If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.",
              "If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.",
              "***Drain Life.*** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.",
              "***Paralyze.*** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.",
              "***Terrify.*** While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/rod-of-lordly-might"
          },
          {
            "index": "rod-of-rulership",
            "name": "Rod of Rulership",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, rare (requires attunement)",
              "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn."
            ],
            "url": "/api/2014/magic-items/rod-of-rulership"
          },
          {
            "index": "rod-of-security",
            "name": "Rod of Security",
            "equipment_category": {
              "index": "rod",
              "name": "Rod",
              "url": "/api/2014/equipment-categories/rod"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Rod, very rare",
              "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.",
              "For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).",
              "When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed."
            ],
            "url": "/api/2014/magic-items/rod-of-security"
          },
          {
            "index": "rope-of-climbing",
            "name": "Rope of Climbing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.",
              "If you tell the rope to knot, large knots appear at 1 foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.",
              "The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed."
            ],
            "url": "/api/2014/magic-items/rope-of-climbing"
          },
          {
            "index": "rope-of-entanglement",
            "name": "Rope of Entanglement",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.",
              "You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.",
              "The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed."
            ],
            "url": "/api/2014/magic-items/rope-of-entanglement"
          },
          {
            "index": "scarab-of-protection",
            "name": "Scarab of Protection",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:",
              "You have advantage on saving throws against spells.",
              "The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended."
            ],
            "url": "/api/2014/magic-items/scarab-of-protection"
          },
          {
            "index": "scimitar-of-speed",
            "name": "Scimitar of Speed",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (scimitar), very rare (requires attunement)",
              "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns."
            ],
            "url": "/api/2014/magic-items/scimitar-of-speed"
          },
          {
            "index": "shield-of-missile-attraction",
            "name": "Shield of Missile Attraction",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (shield), rare (requires attunement)",
              "While holding this shield, you have resistance to damage from ranged weapon attacks.",
              "***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead."
            ],
            "url": "/api/2014/magic-items/shield-of-missile-attraction"
          },
          {
            "index": "slippers-of-spider-climbing",
            "name": "Slippers of Spider Climbing",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
            ],
            "url": "/api/2014/magic-items/slippers-of-spider-climbing"
          },
          {
            "index": "sovereign-glue",
            "name": "Sovereign Glue",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.",
              "One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell."
            ],
            "url": "/api/2014/magic-items/sovereign-glue"
          },
          {
            "index": "spell-scroll",
            "name": "Spell Scroll",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "spell-scroll-cantrip",
                "name": "Spell Scroll (Cantrip)",
                "url": "/api/2014/magic-items/spell-scroll-cantrip"
              },
              {
                "index": "spell-scroll-1st",
                "name": "Spell Scroll (1st)",
                "url": "/api/2014/magic-items/spell-scroll-1st"
              },
              {
                "index": "spell-scroll-2nd",
                "name": "Spell Scroll (2nd)",
                "url": "/api/2014/magic-items/spell-scroll-2nd"
              },
              {
                "index": "spell-scroll-3rd",
                "name": "Spell Scroll (3rd)",
                "url": "/api/2014/magic-items/spell-scroll-3rd"
              },
              {
                "index": "spell-scroll-4th",
                "name": "Spell Scroll (4th)",
                "url": "/api/2014/magic-items/spell-scroll-4th"
              },
              {
                "index": "spell-scroll-5th",
                "name": "Spell Scroll (5th)",
                "url": "/api/2014/magic-items/spell-scroll-5th"
              },
              {
                "index": "spell-scroll-6th",
                "name": "Spell Scroll (6th)",
                "url": "/api/2014/magic-items/spell-scroll-6th"
              },
              {
                "index": "spell-scroll-7th",
                "name": "Spell Scroll (7th)",
                "url": "/api/2014/magic-items/spell-scroll-7th"
              },
              {
                "index": "spell-scroll-8th",
                "name": "Spell Scroll (8th)",
                "url": "/api/2014/magic-items/spell-scroll-8th"
              },
              {
                "index": "spell-scroll-9th",
                "name": "Spell Scroll (9th)",
                "url": "/api/2014/magic-items/spell-scroll-9th"
              }
            ],
            "variant": false,
            "desc": [
              "Scroll, varies",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.",
              "Spell Scroll (table)",
              "| Spell Level | Rarity | Save DC | Attack Bonus |",
              "|---|---|---|---|",
              "| Cantrip | Common | 13 | +5 |",
              "| 1st | Common | 13 | +5 |",
              "| 2nd | Uncommon | 13 | +5 |",
              "| 3rd | Uncommon | 15 | +7 |",
              "| 4th | Rare | 15 | +7 |",
              "| 5th | Rare | 17 | +9 |",
              "| 6th | Very rare | 17 | +9 |",
              "| 7th | Very rare | 18 | +10 |",
              "| 8th | Very rare | 18 | +10 |",
              "| 9th | Legendary | 19 | +11 |",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll"
          },
          {
            "index": "spell-scroll-cantrip",
            "name": "Spell Scroll (Cantrip)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Common"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, common",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a cantrip. The spell's saving throw is 13 and the attack bonus is +5."
            ],
            "url": "/api/2014/magic-items/spell-scroll-cantrip"
          },
          {
            "index": "spell-scroll-1st",
            "name": "Spell Scroll (1st)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Common"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, common",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 1st level spell. The spell's saving throw is 13 and the attack bonus is +5.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-1st"
          },
          {
            "index": "spell-scroll-2nd",
            "name": "Spell Scroll (2nd)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, uncommon",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 2nd level spell. The spell's saving throw is 13 and the attack bonus is +5.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-2nd"
          },
          {
            "index": "spell-scroll-3rd",
            "name": "Spell Scroll (3rd)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, uncommon",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 3rd level spell. The spell's saving throw is 15 and the attack bonus is +7.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-3rd"
          },
          {
            "index": "spell-scroll-4th",
            "name": "Spell Scroll (4th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, rare",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 4th level spell. The spell's saving throw is 15 and the attack bonus is +7.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-4th"
          },
          {
            "index": "spell-scroll-5th",
            "name": "Spell Scroll (5th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, rare",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 5th level spell. The spell's saving throw is 17 and the attack bonus is +9.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 15. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-5th"
          },
          {
            "index": "spell-scroll-6th",
            "name": "Spell Scroll (6th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, very rare",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 6th level spell. The spell's saving throw is 18 and the attack bonus is +10.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 16. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-6th"
          },
          {
            "index": "spell-scroll-7th",
            "name": "Spell Scroll (7th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, very rare",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 7th level spell. The spell's saving throw is 18 and the attack bonus is +10.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-7th"
          },
          {
            "index": "spell-scroll-8th",
            "name": "Spell Scroll (8th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, very rare",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains an 8th level spell. The spell's saving throw is 18 and the attack bonus is +10.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 18. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-8th"
          },
          {
            "index": "spell-scroll-9th",
            "name": "Spell Scroll (9th)",
            "equipment_category": {
              "index": "scroll",
              "name": "Scroll",
              "url": "/api/2014/equipment-categories/scroll"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Scroll, legendary",
              "A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.",
              "If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.",
              "This scroll contains a 9th level spell. The spell's saving throw is 19 and the attack bonus is +11.",
              "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 19. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."
            ],
            "url": "/api/2014/magic-items/spell-scroll-9th"
          },
          {
            "index": "spellguard-shield",
            "name": "Spellguard Shield",
            "equipment_category": {
              "index": "armor",
              "name": "Armor",
              "url": "/api/2014/equipment-categories/armor"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Armor (shield), very rare (requires attunement)",
              "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you."
            ],
            "url": "/api/2014/magic-items/spellguard-shield"
          },
          {
            "index": "sphere-of-annihilation",
            "name": "Sphere of Annihilation",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.",
              "The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.",
              "The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.",
              "If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.",
              "If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.",
              "| d100 | Result |",
              "|---|---|",
              "| 01-50 | The sphere is destroyed. |",
              "| 51-85 | The sphere moves through the portal or into the extradimensional space. |",
              "| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |"
            ],
            "url": "/api/2014/magic-items/sphere-of-annihilation"
          },
          {
            "index": "staff-of-charming",
            "name": "Staff of Charming",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)",
              "While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.",
              "If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.",
              "The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff."
            ],
            "url": "/api/2014/magic-items/staff-of-charming"
          },
          {
            "index": "staff-of-fire",
            "name": "Staff of Fire",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)",
              "You have resistance to fire damage while you hold this staff.",
              "The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).",
              "The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed."
            ],
            "url": "/api/2014/magic-items/staff-of-fire"
          },
          {
            "index": "staff-of-frost",
            "name": "Staff of Frost",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)",
              "You have resistance to cold damage while you hold this staff.",
              "The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).",
              "The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed."
            ],
            "url": "/api/2014/magic-items/staff-of-frost"
          },
          {
            "index": "staff-of-healing",
            "name": "Staff of Healing",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, rare (requires attunement by a bard, cleric, or druid)",
              "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).",
              "The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever."
            ],
            "url": "/api/2014/magic-items/staff-of-healing"
          },
          {
            "index": "staff-of-power",
            "name": "Staff of Power",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)",
              "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.",
              "The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.",
              "***Power Strike.*** When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.",
              "***Spells.*** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).",
              "***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.",
              "You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.",
              "| Distance from Origin | Damage |",
              "|---|---|",
              "| 10 ft. away or closer | 8 × the number of charges in the staff |",
              "| 11 to 20 ft. away | 6 × the number of charges in the staff |",
              "| 21 to 30 ft. away | 4 × the number of charges in the staff |"
            ],
            "url": "/api/2014/magic-items/staff-of-power"
          },
          {
            "index": "staff-of-striking",
            "name": "Staff of Striking",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement)",
              "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.",
              "The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff."
            ],
            "url": "/api/2014/magic-items/staff-of-striking"
          },
          {
            "index": "staff-of-swarming-insects",
            "name": "Staff of Swarming Insects",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)",
              "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.",
              "***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).",
              "***Insect Cloud.*** While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect."
            ],
            "url": "/api/2014/magic-items/staff-of-swarming-insects"
          },
          {
            "index": "staff-of-the-magi",
            "name": "Staff of the Magi",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)",
              "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.",
              "The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.",
              "***Spell Absorption.*** While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).",
              "***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).",
              "You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.",
              "***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.",
              "You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.",
              "| Distance from Origin | Damage |",
              "|---|---|",
              "| 10 ft. away or closer | 8 × the number of charges in the staff |",
              "| 11 to 20 ft. away | 6 × the number of charges in the staff |",
              "| 21 to 30 ft. away | 4 × the number of charges in the staff |"
            ],
            "url": "/api/2014/magic-items/staff-of-the-magi"
          },
          {
            "index": "staff-of-the-python",
            "name": "Staff of the Python",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement by a cleric, druid, or warlock)",
              "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.",
              "On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.",
              "If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them."
            ],
            "url": "/api/2014/magic-items/staff-of-the-python"
          },
          {
            "index": "staff-of-the-woodlands",
            "name": "Staff of the Woodlands",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, rare (requires attunement by a druid)",
              "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.",
              "The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
              "***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).",
              "You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.",
              "The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff."
            ],
            "url": "/api/2014/magic-items/staff-of-the-woodlands"
          },
          {
            "index": "staff-of-thunder-and-lightning",
            "name": "Staff of Thunder and Lightning",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, very rare (requires attunement)",
              "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.",
              "***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.",
              "***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.",
              "***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.",
              "***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.",
              "***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one."
            ],
            "url": "/api/2014/magic-items/staff-of-thunder-and-lightning"
          },
          {
            "index": "staff-of-withering",
            "name": "Staff of Withering",
            "equipment_category": {
              "index": "staff",
              "name": "Staff",
              "url": "/api/2014/equipment-categories/staff"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Staff, rare (requires attunement by a cleric, druid, or warlock)",
              "This staff has 3 charges and regains 1d3 expended charges daily at dawn.",
              "The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
            ],
            "url": "/api/2014/magic-items/staff-of-withering"
          },
          {
            "index": "stone-of-controlling-earth-elementals",
            "name": "Stone of Controlling Earth Elementals",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare",
              "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds."
            ],
            "url": "/api/2014/magic-items/stone-of-controlling-earth-elementals"
          },
          {
            "index": "stone-of-good-luck-luckstone",
            "name": "Stone of Good Luck (Luckstone)",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
            ],
            "url": "/api/2014/magic-items/stone-of-good-luck-luckstone"
          },
          {
            "index": "sun-blade",
            "name": "Sun Blade",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (longsword), rare (requires attunement)",
              "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.",
              "You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.",
              "The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each."
            ],
            "url": "/api/2014/magic-items/sun-blade"
          },
          {
            "index": "sword-of-life-stealing",
            "name": "Sword of Life Stealing",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), rare (requires attunement)",
              "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt."
            ],
            "url": "/api/2014/magic-items/sword-of-life-stealing"
          },
          {
            "index": "sword-of-sharpness",
            "name": "Sword of Sharpness",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword that deals slashing damage), very rare (requires attunement)",
              "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.",
              "When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.",
              "In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10 foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light."
            ],
            "url": "/api/2014/magic-items/sword-of-sharpness"
          },
          {
            "index": "sword-of-wounding",
            "name": "Sword of Wounding",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword), rare (requires attunement)",
              "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.",
              "Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success."
            ],
            "url": "/api/2014/magic-items/sword-of-wounding"
          },
          {
            "index": "talisman-of-pure-good",
            "name": "Talisman of Pure Good",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary (requires attunement by a creature of good alignment)",
              "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.",
              "If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.",
              "The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed."
            ],
            "url": "/api/2014/magic-items/talisman-of-pure-good"
          },
          {
            "index": "talisman-of-the-sphere",
            "name": "Talisman of the Sphere",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary (requires attunement)",
              "When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier."
            ],
            "url": "/api/2014/magic-items/talisman-of-the-sphere"
          },
          {
            "index": "talisman-of-ultimate-evil",
            "name": "Talisman of Ultimate Evil",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary (requires attunement by a creature of evil alignment)",
              "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.",
              "If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.",
              "The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
            ],
            "url": "/api/2014/magic-items/talisman-of-ultimate-evil"
          },
          {
            "index": "tome-of-clear-thought",
            "name": "Tome of Clear Thought",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/tome-of-clear-thought"
          },
          {
            "index": "tome-of-leadership-and-influence",
            "name": "Tome of Leadership and Influence",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/tome-of-leadership-and-influence"
          },
          {
            "index": "tome-of-understanding",
            "name": "Tome of Understanding",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, very rare",
              "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century."
            ],
            "url": "/api/2014/magic-items/tome-of-understanding"
          },
          {
            "index": "trident-of-fish-command",
            "name": "Trident of Fish Command",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (trident), uncommon (requires attunement)",
              "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/trident-of-fish-command"
          },
          {
            "index": "universal-solvent",
            "name": "Universal Solvent",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue."
            ],
            "url": "/api/2014/magic-items/universal-solvent"
          },
          {
            "index": "vicious-weapon",
            "name": "Vicious Weapon",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any), rare",
              "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type."
            ],
            "url": "/api/2014/magic-items/vicious-weapon"
          },
          {
            "index": "vorpal-sword",
            "name": "Vorpal Sword",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Weapon (any sword that deals slashing damage), legendary (requires attunement)",
              "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.",
              "When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit."
            ],
            "url": "/api/2014/magic-items/vorpal-sword"
          },
          {
            "index": "wand-of-binding",
            "name": "Wand of Binding",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
              "***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).",
              "***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple."
            ],
            "url": "/api/2014/magic-items/wand-of-binding"
          },
          {
            "index": "wand-of-enemy-detection",
            "name": "Wand of Enemy Detection",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement)",
              "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-enemy-detection"
          },
          {
            "index": "wand-of-fear",
            "name": "Wand of Fear",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement)",
              "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.",
              "***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).",
              "***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success."
            ],
            "url": "/api/2014/magic-items/wand-of-fear"
          },
          {
            "index": "wand-of-fireballs",
            "name": "Wand of Fireballs",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-fireballs"
          },
          {
            "index": "wand-of-lightning-bolts",
            "name": "Wand of Lightning Bolts",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-lightning-bolts"
          },
          {
            "index": "wand-of-magic-detection",
            "name": "Wand of Magic Detection",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, uncommon",
              "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/wand-of-magic-detection"
          },
          {
            "index": "wand-of-magic-missiles",
            "name": "Wand of Magic Missiles",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, uncommon",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-magic-missiles"
          },
          {
            "index": "wand-of-paralysis",
            "name": "Wand of Paralysis",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-paralysis"
          },
          {
            "index": "wand-of-polymorph",
            "name": "Wand of Polymorph",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, very rare (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-polymorph"
          },
          {
            "index": "wand-of-secrets",
            "name": "Wand of Secrets",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, uncommon",
              "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn."
            ],
            "url": "/api/2014/magic-items/wand-of-secrets"
          },
          {
            "index": "wand-of-the-war-mage",
            "name": "Wand of the War Mage, +1, +2, or +3",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "wand-of-the-war-mage-1",
                "name": "Wand of the War Mage, +1",
                "url": "/api/2014/magic-items/wand-of-the-war-mage-1"
              },
              {
                "index": "wand-of-the-war-mage-2",
                "name": "Wand of the War Mage, +2",
                "url": "/api/2014/magic-items/wand-of-the-war-mage-2"
              },
              {
                "index": "wand-of-the-war-mage-3",
                "name": "Wand of the War Mage, +3",
                "url": "/api/2014/magic-items/wand-of-the-war-mage-3"
              }
            ],
            "variant": false,
            "desc": [
              "Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)",
              "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack."
            ],
            "url": "/api/2014/magic-items/wand-of-the-war-mage"
          },
          {
            "index": "wand-of-the-war-mage-1",
            "name": "Wand of the War Mage, +1",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wand, uncommon (requires attunement by a spellcaster)",
              "While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack."
            ],
            "url": "/api/2014/magic-items/wand-of-the-war-mage-1"
          },
          {
            "index": "wand-of-the-war-mage-2",
            "name": "Wand of the War Mage, +2",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack."
            ],
            "url": "/api/2014/magic-items/wand-of-the-war-mage-2"
          },
          {
            "index": "wand-of-the-war-mage-3",
            "name": "Wand of the War Mage, +3",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Wand, very rare (requires attunement by a spellcaster)",
              "While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack."
            ],
            "url": "/api/2014/magic-items/wand-of-the-war-mage-3"
          },
          {
            "index": "wand-of-web",
            "name": "Wand of Web",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, uncommon (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed."
            ],
            "url": "/api/2014/magic-items/wand-of-web"
          },
          {
            "index": "wand-of-wonder",
            "name": "Wand of Wonder",
            "equipment_category": {
              "index": "wand",
              "name": "Wand",
              "url": "/api/2014/equipment-categories/wand"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wand, rare (requires attunement by a spellcaster)",
              "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.",
              "If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.",
              "If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.",
              "The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.",
              "| d100 | Effect |",
              "|---|---|",
              "| 01-05 | You cast slow. |",
              "| 06-10 | You cast faerie fire. |",
              "| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |",
              "| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |",
              "| 26-30 | You cast stinking cloud. |",
              "| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |",
              "| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |",
              "| 37-46 | You cast lightning bolt. |",
              "| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |",
              "| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |",
              "| 54-58 | You cast darkness. |",
              "| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |",
              "| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |",
              "| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |",
              "| 70-79 | You cast fireball. |",
              "| 80-84 | You cast invisibility on yourself. |",
              "| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |",
              "| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |",
              "| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded 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. |",
              "| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |",
              "| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |"
            ],
            "url": "/api/2014/magic-items/wand-of-wonder"
          },
          {
            "index": "weapon",
            "name": "Weapon, +1, +2, or +3",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Varies"
            },
            "variants": [
              {
                "index": "weapon-1",
                "name": "Weapon, +1",
                "url": "/api/2014/magic-items/weapon-1"
              },
              {
                "index": "weapon-2",
                "name": "Weapon, +2",
                "url": "/api/2014/magic-items/weapon-2"
              },
              {
                "index": "weapon-3",
                "name": "Weapon, +3",
                "url": "/api/2014/magic-items/weapon-3"
              }
            ],
            "variant": false,
            "desc": [
              "Weapon (any), uncommon (+1), rare (+2), or very rare (+3)",
              "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
            ],
            "url": "/api/2014/magic-items/weapon"
          },
          {
            "index": "weapon-1",
            "name": "Weapon, +1",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any), uncommon",
              "You have a +1 bonus to attack and damage rolls made with this magic weapon."
            ],
            "url": "/api/2014/magic-items/weapon-1"
          },
          {
            "index": "weapon-2",
            "name": "Weapon, +2",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any), rare",
              "You have a +2 bonus to attack and damage rolls made with this magic weapon."
            ],
            "url": "/api/2014/magic-items/weapon-2"
          },
          {
            "index": "weapon-3",
            "name": "Weapon, +3",
            "equipment_category": {
              "index": "weapon",
              "name": "Weapon",
              "url": "/api/2014/equipment-categories/weapon"
            },
            "rarity": {
              "name": "Very Rare"
            },
            "variants": [],
            "variant": true,
            "desc": [
              "Weapon (any), very rare",
              "You have a +3 bonus to attack and damage rolls made with this magic weapon."
            ],
            "url": "/api/2014/magic-items/weapon-3"
          },
          {
            "index": "well-of-many-worlds",
            "name": "Well of Many Worlds",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Legendary"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, legendary",
              "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.",
              "You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours."
            ],
            "url": "/api/2014/magic-items/well-of-many-worlds"
          },
          {
            "index": "wind-fan",
            "name": "Wind Fan",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon",
              "While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters."
            ],
            "url": "/api/2014/magic-items/wind-fan"
          },
          {
            "index": "winged-boots",
            "name": "Winged Boots",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Uncommon"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, uncommon (requires attunement)",
              "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.",
              "The boots regain 2 hours of flying capability for every 12 hours they aren't in use."
            ],
            "url": "/api/2014/magic-items/winged-boots"
          },
          {
            "index": "wings-of-flying",
            "name": "Wings of Flying",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Rare"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, rare (requires attunement)",
              "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours."
            ],
            "url": "/api/2014/magic-items/wings-of-flying"
          },
          {
            "index": "orb-of-dragonkind",
            "name": "Orb of Dragonkind",
            "equipment_category": {
              "index": "wondrous-items",
              "name": "Wondrous Items",
              "url": "/api/2014/equipment-categories/wondrous-items"
            },
            "rarity": {
              "name": "Artifact"
            },
            "variants": [],
            "variant": false,
            "desc": [
              "Wondrous item, artifact (requires attunement)",
              "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.",
              "As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.",
              "Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.",
              "An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.",
              "While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.",
              "While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.",
              "***Random Properties.*** An Orb of Dragonkind has the following random properties:",
              "2 minor beneficial properties",
              "1 minor detrimental property",
              "1 major detrimental property",
              "***Spells.*** The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).",
              "You can also use an action to cast the detect magic spell from the orb without using any charges.",
              "***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.",
              "***Destroying an Orb.*** An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however."
            ],
            "url": "/api/2014/magic-items/orb-of-dragonkind"
          }
        ]
      },
      "races": {
        "label": "Races",
        "color": "#27ae60",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [
            "Speed: {speed} ft"
          ],
          "description": "size_description"
        },
        "linkPath": "rules/races/",
        "count": 9,
        "items": [
          {
            "index": "dwarf",
            "name": "Dwarf",
            "speed": 25,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "con",
                  "name": "CON",
                  "url": "/api/2014/ability-scores/con"
                },
                "bonus": 2
              }
            ],
            "alignment": "Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.",
            "age": "Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.",
            "size": "Medium",
            "size_description": "Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "dwarvish",
                "name": "Dwarvish",
                "url": "/api/2014/languages/dwarvish"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "dwarven-resilience",
                "name": "Dwarven Resilience",
                "url": "/api/2014/traits/dwarven-resilience"
              },
              {
                "index": "stonecunning",
                "name": "Stonecunning",
                "url": "/api/2014/traits/stonecunning"
              },
              {
                "index": "dwarven-combat-training",
                "name": "Dwarven Combat Training",
                "url": "/api/2014/traits/dwarven-combat-training"
              },
              {
                "index": "tool-proficiency",
                "name": "Tool Proficiency",
                "url": "/api/2014/traits/tool-proficiency"
              }
            ],
            "subraces": [
              {
                "index": "hill-dwarf",
                "name": "Hill Dwarf",
                "url": "/api/2014/subraces/hill-dwarf"
              }
            ],
            "url": "/api/2014/races/dwarf"
          },
          {
            "index": "elf",
            "name": "Elf",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "dex",
                  "name": "DEX",
                  "url": "/api/2014/ability-scores/dex"
                },
                "bonus": 2
              }
            ],
            "age": "Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.",
            "alignment": "Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.",
            "size": "Medium",
            "size_description": "Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "elvish",
                "name": "Elvish",
                "url": "/api/2014/languages/elvish"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "fey-ancestry",
                "name": "Fey Ancestry",
                "url": "/api/2014/traits/fey-ancestry"
              },
              {
                "index": "trance",
                "name": "Trance",
                "url": "/api/2014/traits/trance"
              },
              {
                "index": "keen-senses",
                "name": "Keen Senses",
                "url": "/api/2014/traits/keen-senses"
              }
            ],
            "subraces": [
              {
                "index": "high-elf",
                "name": "High Elf",
                "url": "/api/2014/subraces/high-elf"
              }
            ],
            "url": "/api/2014/races/elf"
          },
          {
            "index": "halfling",
            "name": "Halfling",
            "speed": 25,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "dex",
                  "name": "DEX",
                  "url": "/api/2014/ability-scores/dex"
                },
                "bonus": 2
              }
            ],
            "age": "A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.",
            "alignment": "Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.",
            "size": "Small",
            "size_description": "Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "halfling",
                "name": "Halfling",
                "url": "/api/2014/languages/halfling"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.",
            "traits": [
              {
                "index": "brave",
                "name": "Brave",
                "url": "/api/2014/traits/brave"
              },
              {
                "index": "halfling-nimbleness",
                "name": "Halfling Nimbleness",
                "url": "/api/2014/traits/halfling-nimbleness"
              },
              {
                "index": "lucky",
                "name": "Lucky",
                "url": "/api/2014/traits/lucky"
              }
            ],
            "subraces": [
              {
                "index": "lightfoot-halfling",
                "name": "Lightfoot Halfling",
                "url": "/api/2014/subraces/lightfoot-halfling"
              }
            ],
            "url": "/api/2014/races/halfling"
          },
          {
            "index": "human",
            "name": "Human",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "str",
                  "name": "STR",
                  "url": "/api/2014/ability-scores/str"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "dex",
                  "name": "DEX",
                  "url": "/api/2014/ability-scores/dex"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "con",
                  "name": "CON",
                  "url": "/api/2014/ability-scores/con"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "int",
                  "name": "INT",
                  "url": "/api/2014/ability-scores/int"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "wis",
                  "name": "WIS",
                  "url": "/api/2014/ability-scores/wis"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "cha",
                  "name": "CHA",
                  "url": "/api/2014/ability-scores/cha"
                },
                "bonus": 1
              }
            ],
            "age": "Humans reach adulthood in their late teens and live less than a century.",
            "alignment": "Humans tend toward no particular alignment. The best and the worst are found among them.",
            "size": "Medium",
            "size_description": "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              }
            ],
            "language_options": {
              "choose": 1,
              "type": "languages",
              "from": {
                "option_set_type": "options_array",
                "options": [
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "dwarvish",
                      "name": "Dwarvish",
                      "url": "/api/2014/languages/dwarvish"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "elvish",
                      "name": "Elvish",
                      "url": "/api/2014/languages/elvish"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "giant",
                      "name": "Giant",
                      "url": "/api/2014/languages/giant"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "gnomish",
                      "name": "Gnomish",
                      "url": "/api/2014/languages/gnomish"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "goblin",
                      "name": "Goblin",
                      "url": "/api/2014/languages/goblin"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "halfling",
                      "name": "Halfling",
                      "url": "/api/2014/languages/halfling"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "orc",
                      "name": "Orc",
                      "url": "/api/2014/languages/orc"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "abyssal",
                      "name": "Abyssal",
                      "url": "/api/2014/languages/abyssal"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "celestial",
                      "name": "Celestial",
                      "url": "/api/2014/languages/celestial"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "draconic",
                      "name": "Draconic",
                      "url": "/api/2014/languages/draconic"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "deep-speech",
                      "name": "Deep Speech",
                      "url": "/api/2014/languages/deep-speech"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "infernal",
                      "name": "Infernal",
                      "url": "/api/2014/languages/infernal"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "primordial",
                      "name": "Primordial",
                      "url": "/api/2014/languages/primordial"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "sylvan",
                      "name": "Sylvan",
                      "url": "/api/2014/languages/sylvan"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "undercommon",
                      "name": "Undercommon",
                      "url": "/api/2014/languages/undercommon"
                    }
                  }
                ]
              }
            },
            "language_desc": "You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.",
            "traits": [],
            "subraces": [],
            "url": "/api/2014/races/human"
          },
          {
            "index": "dragonborn",
            "name": "Dragonborn",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "str",
                  "name": "STR",
                  "url": "/api/2014/ability-scores/str"
                },
                "bonus": 2
              },
              {
                "ability_score": {
                  "index": "cha",
                  "name": "CHA",
                  "url": "/api/2014/ability-scores/cha"
                },
                "bonus": 1
              }
            ],
            "alignment": "Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.",
            "age": "Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.",
            "size": "Medium",
            "size_description": "Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "draconic",
                "name": "Draconic",
                "url": "/api/2014/languages/draconic"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.",
            "traits": [
              {
                "index": "draconic-ancestry",
                "name": "Draconic Ancestry",
                "url": "/api/2014/traits/draconic-ancestry"
              },
              {
                "index": "breath-weapon",
                "name": "Breath Weapon",
                "url": "/api/2014/traits/breath-weapon"
              },
              {
                "index": "damage-resistance",
                "name": "Damage Resistance",
                "url": "/api/2014/traits/damage-resistance"
              }
            ],
            "subraces": [],
            "url": "/api/2014/races/dragonborn"
          },
          {
            "index": "gnome",
            "name": "Gnome",
            "speed": 25,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "int",
                  "name": "INT",
                  "url": "/api/2014/ability-scores/int"
                },
                "bonus": 2
              }
            ],
            "alignment": "Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.",
            "age": "Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.",
            "size": "Small",
            "size_description": "Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "gnomish",
                "name": "Gnomish",
                "url": "/api/2014/languages/gnomish"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "gnome-cunning",
                "name": "Gnome Cunning",
                "url": "/api/2014/traits/gnome-cunning"
              }
            ],
            "subraces": [
              {
                "index": "rock-gnome",
                "name": "Rock Gnome",
                "url": "/api/2014/subraces/rock-gnome"
              }
            ],
            "url": "/api/2014/races/gnome"
          },
          {
            "index": "half-elf",
            "name": "Half-Elf",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "cha",
                  "name": "CHA",
                  "url": "/api/2014/ability-scores/cha"
                },
                "bonus": 2
              }
            ],
            "ability_bonus_options": {
              "choose": 2,
              "type": "ability_bonuses",
              "from": {
                "option_set_type": "options_array",
                "options": [
                  {
                    "option_type": "ability_bonus",
                    "ability_score": {
                      "index": "str",
                      "name": "STR",
                      "url": "/api/2014/ability-scores/str"
                    },
                    "bonus": 1
                  },
                  {
                    "option_type": "ability_bonus",
                    "ability_score": {
                      "index": "dex",
                      "name": "DEX",
                      "url": "/api/2014/ability-scores/dex"
                    },
                    "bonus": 1
                  },
                  {
                    "option_type": "ability_bonus",
                    "ability_score": {
                      "index": "con",
                      "name": "CON",
                      "url": "/api/2014/ability-scores/con"
                    },
                    "bonus": 1
                  },
                  {
                    "option_type": "ability_bonus",
                    "ability_score": {
                      "index": "int",
                      "name": "INT",
                      "url": "/api/2014/ability-scores/int"
                    },
                    "bonus": 1
                  },
                  {
                    "option_type": "ability_bonus",
                    "ability_score": {
                      "index": "wis",
                      "name": "WIS",
                      "url": "/api/2014/ability-scores/wis"
                    },
                    "bonus": 1
                  }
                ]
              }
            },
            "alignment": "Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.",
            "age": "Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.",
            "size": "Medium",
            "size_description": "Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "elvish",
                "name": "Elvish",
                "url": "/api/2014/languages/elvish"
              }
            ],
            "language_options": {
              "choose": 1,
              "type": "languages",
              "from": {
                "option_set_type": "options_array",
                "options": [
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "dwarvish",
                      "name": "Dwarvish",
                      "url": "/api/2014/languages/dwarvish"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "giant",
                      "name": "Giant",
                      "url": "/api/2014/languages/giant"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "gnomish",
                      "name": "Gnomish",
                      "url": "/api/2014/languages/gnomish"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "goblin",
                      "name": "Goblin",
                      "url": "/api/2014/languages/goblin"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "halfling",
                      "name": "Halfling",
                      "url": "/api/2014/languages/halfling"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "orc",
                      "name": "Orc",
                      "url": "/api/2014/languages/orc"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "abyssal",
                      "name": "Abyssal",
                      "url": "/api/2014/languages/abyssal"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "celestial",
                      "name": "Celestial",
                      "url": "/api/2014/languages/celestial"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "draconic",
                      "name": "Draconic",
                      "url": "/api/2014/languages/draconic"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "deep-speech",
                      "name": "Deep Speech",
                      "url": "/api/2014/languages/deep-speech"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "infernal",
                      "name": "Infernal",
                      "url": "/api/2014/languages/infernal"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "primordial",
                      "name": "Primordial",
                      "url": "/api/2014/languages/primordial"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "sylvan",
                      "name": "Sylvan",
                      "url": "/api/2014/languages/sylvan"
                    }
                  },
                  {
                    "option_type": "reference",
                    "item": {
                      "index": "undercommon",
                      "name": "Undercommon",
                      "url": "/api/2014/languages/undercommon"
                    }
                  }
                ]
              }
            },
            "language_desc": "You can speak, read, and write Common, Elvish, and one extra language of your choice.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "fey-ancestry",
                "name": "Fey Ancestry",
                "url": "/api/2014/traits/fey-ancestry"
              },
              {
                "index": "skill-versatility",
                "name": "Skill Versatility",
                "url": "/api/2014/traits/skill-versatility"
              }
            ],
            "subraces": [],
            "url": "/api/2014/races/half-elf"
          },
          {
            "index": "half-orc",
            "name": "Half-Orc",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "str",
                  "name": "STR",
                  "url": "/api/2014/ability-scores/str"
                },
                "bonus": 2
              },
              {
                "ability_score": {
                  "index": "con",
                  "name": "CON",
                  "url": "/api/2014/ability-scores/con"
                },
                "bonus": 1
              }
            ],
            "alignment": "Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.",
            "age": "Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.",
            "size": "Medium",
            "size_description": "Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "orc",
                "name": "Orc",
                "url": "/api/2014/languages/orc"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "savage-attacks",
                "name": "Savage Attacks",
                "url": "/api/2014/traits/savage-attacks"
              },
              {
                "index": "relentless-endurance",
                "name": "Relentless Endurance",
                "url": "/api/2014/traits/relentless-endurance"
              },
              {
                "index": "menacing",
                "name": "Menacing",
                "url": "/api/2014/traits/menacing"
              }
            ],
            "subraces": [],
            "url": "/api/2014/races/half-orc"
          },
          {
            "index": "tiefling",
            "name": "Tiefling",
            "speed": 30,
            "ability_bonuses": [
              {
                "ability_score": {
                  "index": "int",
                  "name": "INT",
                  "url": "/api/2014/ability-scores/int"
                },
                "bonus": 1
              },
              {
                "ability_score": {
                  "index": "cha",
                  "name": "CHA",
                  "url": "/api/2014/ability-scores/cha"
                },
                "bonus": 2
              }
            ],
            "alignment": "Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.",
            "age": "Tieflings mature at the same rate as humans but live a few years longer.",
            "size": "Medium",
            "size_description": "Tieflings are about the same size and build as humans. Your size is Medium.",
            "languages": [
              {
                "index": "common",
                "name": "Common",
                "url": "/api/2014/languages/common"
              },
              {
                "index": "infernal",
                "name": "Infernal",
                "url": "/api/2014/languages/infernal"
              }
            ],
            "language_desc": "You can speak, read, and write Common and Infernal.",
            "traits": [
              {
                "index": "darkvision",
                "name": "Darkvision",
                "url": "/api/2014/traits/darkvision"
              },
              {
                "index": "hellish-resistance",
                "name": "Hellish Resistance",
                "url": "/api/2014/traits/hellish-resistance"
              },
              {
                "index": "infernal-legacy",
                "name": "Infernal Legacy",
                "url": "/api/2014/traits/infernal-legacy"
              }
            ],
            "subraces": [],
            "url": "/api/2014/races/tiefling"
          }
        ]
      },
      "conditions": {
        "label": "Conditions",
        "color": "#e67e22",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [],
          "description": "desc[0]"
        },
        "linkPath": "rules/conditions/",
        "count": 15,
        "items": [
          {
            "index": "blinded",
            "name": "Blinded",
            "desc": [
              "- A blinded creature can't see and automatically fails any ability check that requires sight.",
              "- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage."
            ],
            "url": "/api/2014/conditions/blinded"
          },
          {
            "index": "charmed",
            "name": "Charmed",
            "desc": [
              "- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.",
              "- The charmer has advantage on any ability check to interact socially with the creature."
            ],
            "url": "/api/2014/conditions/charmed"
          },
          {
            "index": "deafened",
            "name": "Deafened",
            "desc": [
              "- A deafened creature can't hear and automatically fails any ability check that requires hearing."
            ],
            "url": "/api/2014/conditions/deafened"
          },
          {
            "index": "frightened",
            "name": "Frightened",
            "desc": [
              "- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
              "- The creature can't willingly move closer to the source of its fear."
            ],
            "url": "/api/2014/conditions/frightened"
          },
          {
            "index": "grappled",
            "name": "Grappled",
            "desc": [
              "- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.",
              "- The condition ends if the grappler is incapacitated (see the condition).",
              "- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell."
            ],
            "url": "/api/2014/conditions/grappled"
          },
          {
            "index": "incapacitated",
            "name": "Incapacitated",
            "desc": [
              "- An incapacitated creature can't take actions or reactions."
            ],
            "url": "/api/2014/conditions/incapacitated"
          },
          {
            "index": "invisible",
            "name": "Invisible",
            "desc": [
              "- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.",
              "- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage."
            ],
            "url": "/api/2014/conditions/invisible"
          },
          {
            "index": "paralyzed",
            "name": "Paralyzed",
            "desc": [
              "- A paralyzed creature is incapacitated (see the condition) and can't move or speak.",
              "- The creature automatically fails Strength and Dexterity saving throws.",
              "- Attack rolls against the creature have advantage.",
              "- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature."
            ],
            "url": "/api/2014/conditions/paralyzed"
          },
          {
            "index": "petrified",
            "name": "Petrified",
            "desc": [
              "- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
              "- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.",
              "- Attack rolls against the creature have advantage.",
              "- The creature automatically fails Strength and Dexterity saving throws.",
              "- The creature has resistance to all damage.",
              "- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized."
            ],
            "url": "/api/2014/conditions/petrified"
          },
          {
            "index": "poisoned",
            "name": "Poisoned",
            "desc": [
              "- A poisoned creature has disadvantage on attack rolls and ability checks."
            ],
            "url": "/api/2014/conditions/poisoned"
          },
          {
            "index": "prone",
            "name": "Prone",
            "desc": [
              "- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.",
              "- The creature has disadvantage on attack rolls.",
              "- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage."
            ],
            "url": "/api/2014/conditions/prone"
          },
          {
            "index": "restrained",
            "name": "Restrained",
            "desc": [
              "- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.",
              "- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.",
              "- The creature has disadvantage on Dexterity saving throws."
            ],
            "url": "/api/2014/conditions/restrained"
          },
          {
            "index": "stunned",
            "name": "Stunned",
            "desc": [
              "- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.",
              "- The creature automatically fails Strength and Dexterity saving throws.",
              "- Attack rolls against the creature have advantage."
            ],
            "url": "/api/2014/conditions/stunned"
          },
          {
            "index": "unconscious",
            "name": "Unconscious",
            "desc": [
              "- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.",
              "- The creature drops whatever it's holding and falls prone.",
              "- The creature automatically fails Strength and Dexterity saving throws.",
              "- Attack rolls against the creature have advantage.",
              "- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature."
            ],
            "url": "/api/2014/conditions/unconscious"
          },
          {
            "index": "exhaustion",
            "name": "Exhaustion",
            "desc": [
              "Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.",
              "1 - Disadvantage on ability checks",
              "2 - Speed halved",
              "3 - Disadvantage on attack rolls and saving throws",
              "4 - Hit point maximum halved",
              "5 - Speed reduced to 0",
              "6 - Death",
              "If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.",
              "A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.",
              "An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.",
              "Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink."
            ],
            "url": "/api/2014/conditions/exhaustion"
          }
        ]
      }
    }
  },
  "dungeon-world": {
    "label": "Dungeon World",
    "categories": {
      "classes": {
        "label": "Classes",
        "color": "#c0392b",
        "displayField": "name",
        "searchFields": [
          "name",
          "description"
        ],
        "tag": {
          "field": "damage"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "HP: {hp} · Damage: {damage}"
          ],
          "description": "description"
        },
        "linkPath": "rules/{linkPath}/",
        "count": 8,
        "items": [
          {
            "name": "Bard",
            "description": "",
            "hp": "6+Constitution",
            "damage": "d6",
            "load": 9,
            "linkPath": "bard",
            "names": {
              "Elf": [
                "Astrafel",
                "Daelwyn",
                "Feliana",
                "Damarra",
                "Sistranalle",
                "Pendrell",
                "Melliandre",
                "Dagoliir"
              ],
              "Human": [
                "Baldric",
                "Leena",
                "Dunwick",
                "Willem",
                "Edwyn",
                "Florian",
                "Seraphine",
                "Quorra",
                "Charlotte",
                "Lily",
                "Ramonde",
                "Cassandra"
              ]
            },
            "look": "Choose one for each: Knowing Eyes, Fiery Eyes, or Joyous Eyes. Fancy Hair, Wild Hair, or Stylish Cap. Finery, Traveling Clothes, or Poor Clothes. Fit Body, Well-fed Body, or Thin Body.",
            "races": [
              {
                "name": "Elf",
                "move": "When you enter an important location (your call) you can ask the GM for one fact from the history of that location."
              }
            ],
            "starting_moves": [
              {
                "name": "Arcane Art",
                "text": "When you **weave a performance into a basic spell**, choose an ally and an effect: heal 1d8 damage; +1d4 forward to damage; their mind is shaken clear of one enchantment; the next time someone successfully assists the target with aid, they get +2 instead of +1. Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM's choice."
              },
              {
                "name": "Bardic Lore",
                "text": "Choose an area of expertise: Spells and Magicks; The Dead and Undead; Grand Histories of the Known World; A Bestiary of Creatures Unusual; The Planar Spheres; Legends of Heroes Past; Gods and Their Servants. When you **first encounter an important creature, location, or item (your call) covered by your bardic lore** you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in."
              },
              {
                "name": "Charming and Open",
                "text": "When you **speak frankly with someone**, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully): Whom do you serve? What do you wish I would do? How can I get you to ______? What are you really feeling right now? What do you most desire?"
              },
              {
                "name": "A Port in the Storm",
                "text": "When you **return to a civilized settlement you've visited before**, tell the GM when you were last here. They'll tell you how it's changed since then."
              }
            ],
            "alignments": [
              {
                "name": "Good",
                "trigger": "Perform your art to aid someone else."
              },
              {
                "name": "Neutral",
                "trigger": "Avoid a conflict or defuse a tense situation."
              },
              {
                "name": "Chaotic",
                "trigger": "Spur others to significant and unplanned decisive action."
              }
            ],
            "gear": "Your load is 9+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument, all are 0 weight for you: your father's mandolin, repaired; a fine lute, a gift from a noble; the pipes with which you courted your first love; a stolen horn; a fiddle, never before played; a songbook in a forgotten tongue.\n\nChoose your clothing: leather armor (1 armor, 1 weight) or ostentatious clothes (0 weight).\n\nChoose your armament: dueling rapier (close, precise, 2 weight); or worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight).\n\nChoose one: adventuring gear (1 weight); bandages (0 weight); halfling pipeleaf (0 weight); 3 coins.",
            "bonds": [
              "This is not my first adventure with _______________.",
              "I sang stories of _______________ long before I ever met them in person.",
              "_______________ is often the butt of my jokes.",
              "I am writing a ballad about the adventures of _______________.",
              "_______________ trusted me with a secret.",
              "_______________ does not trust me, and for good reason."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Healing Song",
                "text": "When you **heal with arcane art**, you heal +1d8 damage."
              },
              {
                "name": "Vicious Cacophony",
                "text": "When you **grant bonus damage with arcane art**, you grant an extra +1d4 damage."
              },
              {
                "name": "It Goes To Eleven",
                "text": "When you **unleash a crazed performance** (a righteous lute solo or mighty brass blast, maybe) choose a target who can hear you and roll+Cha. On a 10+ the target attacks their nearest ally in range. On a 7–9 they attack their nearest ally, but you also draw their attention and ire."
              },
              {
                "name": "Metal Hurlant",
                "text": "When you **shout with great force or play a shattering note** choose a target and roll+Con. On a 10+ the target takes 1d10 damage and is deafened for a few minutes. On a 7–9 you still damage your target, but it's out of control: the GM will choose an additional target nearby."
              },
              {
                "name": "A Little Help From My Friends",
                "text": "When you **successfully aid someone** you take +1 forward as well."
              },
              {
                "name": "Eldritch Tones",
                "text": "Your arcane art is strong, allowing you to choose two effects instead of one."
              },
              {
                "name": "Duelist's Parry",
                "text": "When you hack and slash, you take +1 armor forward."
              },
              {
                "name": "Bamboozle",
                "text": "When you **parley with someone**, on a 7+ you also take +1 forward with them."
              },
              {
                "name": "Multiclass Dabbler",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move."
              },
              {
                "name": "Multiclass Initiate",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move.",
                "requires": "Requires: Multiclass Dabbler"
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Healing Chorus",
                "text": "When you **heal with arcane art**, you heal +2d8 damage.",
                "requires": "Replaces: Healing Song"
              },
              {
                "name": "Vicious Blast",
                "text": "When you **grant bonus damage with arcane art**, you grant an extra +2d4 damage.",
                "requires": "Replaces: Vicious Cacophony"
              },
              {
                "name": "Unforgettable Face",
                "text": "When you **meet someone you've met before** (your call) after some time apart you take +1 forward against them."
              },
              {
                "name": "Reputation",
                "text": "When you **first meet someone who's heard songs about you**, roll+Cha. On a 10+, tell the GM two things they've heard about you. On a 7-9, tell the GM one thing they've heard, and the GM tells you one thing."
              },
              {
                "name": "Eldritch Chord",
                "text": "When you use arcane art, you choose two effects. You also get to choose one of those effects to double.",
                "requires": "Replaces: Eldritch Tones"
              },
              {
                "name": "An Ear For Magic",
                "text": "When you **hear an enemy cast a spell** the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers."
              },
              {
                "name": "Devious",
                "text": "When you use charming and open you may also ask \"How are you vulnerable to me?\" Your subject may not ask this question of you."
              },
              {
                "name": "Duelist's Block",
                "text": "When you hack and slash, you take +2 armor forward.",
                "requires": "Replaces: Duelist's Parry"
              },
              {
                "name": "Con",
                "text": "When you **parley with someone**, on a 7+ you also take +1 forward with them and get to ask their player one question which they must answer truthfully.",
                "requires": "Replaces: Bamboozle"
              },
              {
                "name": "Multiclass Master",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move.",
                "requires": "Requires: Multiclass Initiate"
              }
            ]
          },
          {
            "name": "Cleric",
            "description": "",
            "hp": "8+Constitution",
            "damage": "d6",
            "load": 10,
            "linkPath": "cleric",
            "names": {
              "Dwarf": [
                "Durga",
                "Aelfar",
                "Gerda",
                "Rurgosh",
                "Bjorn",
                "Drummond",
                "Helga",
                "Siggrun",
                "Freya"
              ],
              "Human": [
                "Wesley",
                "Brinton",
                "Jon",
                "Sara",
                "Hawthorn",
                "Elise",
                "Clarke",
                "Lenore",
                "Piotr",
                "Dahlia",
                "Carmine"
              ]
            },
            "look": "Choose one for each: Kind Eyes, Sharp Eyes, or Sad Eyes. Tonsure, Strange Hair, or Bald. Flowing Robes, Habit, or Common Garb. Thin Body, Knobby Body, or Flabby Body.",
            "races": [
              {
                "name": "Dwarf",
                "move": "You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone."
              }
            ],
            "starting_moves": [
              {
                "name": "Deity",
                "text": "You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity's domain: Healing and Restoration; Bloody Conquest; Civilization; Knowledge and Hidden Things; The Downtrodden and Forgotten; What Lies Beneath. Choose one precept of your religion: your religion preaches the sanctity of suffering, add Petition: Suffering; your religion is cultish and insular, add Petition: Gaining Secrets; your religion has important sacrificial rites, add Petition: Offering; your religion believes in trial by combat, add Petition: Personal Victory."
              },
              {
                "name": "Divine Guidance",
                "text": "When you **petition your deity according to the precept of your religion**, you are granted some useful knowledge or boon related to your deity's domain. The GM will tell you what."
              },
              {
                "name": "Turn Undead",
                "text": "When you **hold your holy symbol aloft and call on your deity for protection**, roll+Wis. On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They're clever like that."
              },
              {
                "name": "Commune",
                "text": "When you **spend uninterrupted time (an hour or so) in quiet communion with your deity**, you: lose any spells already granted to you; are granted new spells of your choice whose total levels don't exceed your own level+1, and none of which is a higher level than your own level; prepare all of your rotes, which never count against your limit."
              },
              {
                "name": "Cast a Spell",
                "text": "When you **unleash a spell granted to you by your deity**, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot (the GM will tell you how); your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune; after you cast it, the spell is revoked by your deity and you cannot cast the spell again until you commune and have it granted to you. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell."
              }
            ],
            "alignments": [
              {
                "name": "Good",
                "trigger": "Endanger yourself to heal another."
              },
              {
                "name": "Lawful",
                "trigger": "Endanger yourself following the precepts of your church or god."
              },
              {
                "name": "Evil",
                "trigger": "Harm another to prove the superiority of your church or god."
              }
            ],
            "gear": "Your load is 10+Str. You carry dungeon rations (5 uses, 1 weight) and some symbol of the divine, describe it (0 weight). Choose your defenses: chainmail (1 armor, 1 weight) or shield (+1 armor, 2 weight).\n\nChoose your armament: warhammer (close, 1 weight); mace (close, 1 weight); or staff (close, two-handed, 1 weight) and bandages (0 weight).\n\nChoose one: adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight); or healing potion (0 weight).",
            "bonds": [
              "_______________ has insulted my deity; I do not trust them.",
              "_______________ is a good and faithful person; I trust them implicitly.",
              "_______________ is in constant danger, I will keep them safe.",
              "I am working on converting _______________ to my faith."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Chosen One",
                "text": "Choose one spell. You are granted that spell as if it was one level lower."
              },
              {
                "name": "Invigorate",
                "text": "When you **heal someone** they take +2 forward to their damage."
              },
              {
                "name": "The Scales of Life and Death",
                "text": "When **someone takes their last breath in your presence**, they take +1 to the roll."
              },
              {
                "name": "Serenity",
                "text": "When you cast a spell you ignore the first -1 penalty from ongoing spells."
              },
              {
                "name": "First Aid",
                "text": "Cure Light Wounds is a rote for you, and therefore doesn't count against your limit of granted spells."
              },
              {
                "name": "Divine Intervention",
                "text": "When you commune you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, they intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage."
              },
              {
                "name": "Penitent",
                "text": "When you **take damage and embrace the pain**, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell."
              },
              {
                "name": "Empower",
                "text": "When you cast a spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well: the spell's effects are doubled; the spell's targets are doubled."
              },
              {
                "name": "Orison for Guidance",
                "text": "When you **sacrifice something of value to your deity and pray for guidance**, your deity tells you what it would have you do. If you do it, mark experience."
              },
              {
                "name": "Divine Protection",
                "text": "When you wear no armor or shield you get 2 armor."
              },
              {
                "name": "Devoted Healer",
                "text": "When you heal someone else of damage, add your level to the amount of damage healed."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Anointed",
                "text": "Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.",
                "requires": "Requires: Chosen One"
              },
              {
                "name": "Apotheosis",
                "text": "The first time you **spend time in prayer as appropriate to your god** after taking this move, choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer, you permanently gain that physical feature."
              },
              {
                "name": "Reaper",
                "text": "When you **take time after a conflict to dedicate your victory to your deity and deal with the dead**, take +1 forward."
              },
              {
                "name": "Providence",
                "text": "You ignore the -1 penalty from two spells you maintain.",
                "requires": "Replaces: Serenity"
              },
              {
                "name": "Greater First Aid",
                "text": "Cure Moderate Wounds is a rote for you, and therefore doesn't count against your limit of granted spells.",
                "requires": "Requires: First Aid"
              },
              {
                "name": "Divine Invincibility",
                "text": "When you commune you gain 2 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, who intervenes with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negates the damage.",
                "requires": "Replaces: Divine Intervention"
              },
              {
                "name": "Martyr",
                "text": "When you **take damage and embrace the pain**, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell and add your level to any damage done or healed by the spell.",
                "requires": "Replaces: Penitent"
              },
              {
                "name": "Divine Armor",
                "text": "When you wear no armor or shield you get 3 armor.",
                "requires": "Replaces: Divine Protection"
              },
              {
                "name": "Greater Empower",
                "text": "When you cast a spell, on a 10–11 you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free.",
                "requires": "Replaces: Empower"
              },
              {
                "name": "Multiclass Dabbler",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move.\n\n## Cleric Spells\n\n### Rotes\n\nEvery time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells."
              },
              {
                "name": "Light",
                "text": ": An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.",
                "requires": "Rote"
              },
              {
                "name": "Sanctify",
                "text": ": Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.",
                "requires": "Rote"
              },
              {
                "name": "Guidance",
                "text": ": The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.\n\n### Level 1 Spells",
                "requires": "Rote"
              },
              {
                "name": "Bless",
                "text": ": Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Cure Light Wounds",
                "text": ": At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage."
              },
              {
                "name": "Detect Alignment",
                "text": ": When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment."
              },
              {
                "name": "Cause Fear",
                "text": ": Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).",
                "requires": "Ongoing"
              },
              {
                "name": "Magic Weapon",
                "text": ": The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Sanctuary",
                "text": ": As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP."
              },
              {
                "name": "Speak With Dead",
                "text": ": A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.\n\n### Level 3 Spells"
              },
              {
                "name": "Animate Dead",
                "text": ": You invoke a hungry spirit to possess a recently-dead body and serve you. This creates a zombie that follows your orders to the best of its limited abilities. Treat the zombie as a character, but with access to only the basic moves. It has a +1 modifier for all stats and 1 HP. The zombie also gets your choice of 1d4 of these traits: it's talented, give one stat a +2 modifier; it's durable, it has +2 HP for each level you have; it has a functioning brain and can complete complex tasks; it does not appear obviously dead, at least for a day or two. The zombie lasts until it is destroyed by taking damage in excess of its HP, or until you end the spell. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Cure Moderate Wounds",
                "text": ": You staunch bleeding and set bones through magic. Heal an ally you touch of 2d8 damage."
              },
              {
                "name": "Darkness",
                "text": ": Choose an area you can see: it's filled with supernatural darkness and shadow. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Resurrection",
                "text": ": Tell the GM you would like to resurrect a corpse whose soul has not yet fully departed this world. Resurrection is always possible, but the GM will give you one or more (possibly all) of these conditions to fulfill: it's going to take days/weeks/months; you must get help from ____; it will require a lot of money; you must sacrifice ____ to do it. The GM may, depending on the circumstances, allow you to resurrect the corpse now, with the understanding that the conditions must be met before it's permanent, or require you to meet the conditions before the corpse is resurrected."
              },
              {
                "name": "Hold Person",
                "text": ": Choose a person you can see. Until you cast a spell or leave their presence they cannot act except to speak. This effect ends immediately if the target takes damage from any source.\n\n### Level 5 Spells"
              },
              {
                "name": "Revelation",
                "text": ": Your deity answers your prayers with a moment of perfect understanding. The GM will shed light on the current situation. When acting on the information, you take +1 forward."
              },
              {
                "name": "Cure Critical Wounds",
                "text": ": Heal an ally you touch of 3d8 damage."
              },
              {
                "name": "Divination",
                "text": ": Name a person, place, or thing you want to learn about. Your deity grants you visions of the target, as clear as if you were there."
              },
              {
                "name": "Contagion",
                "text": ": Choose a creature you can see. Until you end this spell, the target suffers from a disease of your choice. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Words of the Unspeaking",
                "text": ": With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can."
              },
              {
                "name": "True Seeing",
                "text": ": Your vision is opened to the true nature of everything you lay your eyes on. You pierce illusions and see things that have been hidden. The GM will describe the area before you ignoring any illusions and falsehoods, magical or otherwise. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Trap Soul",
                "text": ": You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated through spells, parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can never be recaptured once freed.\n\n### Level 7 Spells"
              },
              {
                "name": "Word of Recall",
                "text": ": Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word of Recall again before speaking the word replaces the earlier spell."
              },
              {
                "name": "Heal",
                "text": ": Touch an ally and you may heal their damage a number of points up to your maximum HP."
              },
              {
                "name": "Harm",
                "text": ": Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself. This damage ignores armor."
              },
              {
                "name": "Sever",
                "text": ": Choose an appendage on the target such as an arm, tentacle, or wing. The appendage is magically severed from their body, causing no damage but considerable pain. Missing an appendage may, for example, keep a winged creature from flying, or a bull from goring you on its horns. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Mark of Death",
                "text": ": Choose a creature whose true name you know. This spell creates permanent runes on a target surface that will kill that creature, should they read them."
              },
              {
                "name": "Control Weather",
                "text": ": Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. The weather will change according to your will and last a handful of days.\n\n### Level 9 Spells"
              },
              {
                "name": "Storm of Vengeance",
                "text": ": Your deity brings the unnatural weather of your choice to pass. Rain of blood or acid, clouds of souls, wind that can carry away buildings, or any other weather you can imagine: ask and it shall come."
              },
              {
                "name": "Repair",
                "text": ": Choose one event in the target's past. All effects of that event, including damage, poison, disease, and magical effects, are ended and repaired. HP and diseases are healed, poisons are neutralized, magical effects are ended."
              },
              {
                "name": "Divine Presence",
                "text": ": Every creature must ask your leave to enter your presence, and you must give permission aloud for them to enter. Any creature without your leave takes an extra 1d10 damage whenever they take damage in your presence. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              },
              {
                "name": "Consume Unlife",
                "text": ": The mindless undead creature you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch. The amount of damage healed is equal to the HP that the creature had remaining before you destroyed it."
              },
              {
                "name": "Plague",
                "text": ": Name a city, town, encampment, or other place where people live. As long as this spell is active that place is beset by a plague appropriate to your deity's domains (locusts, death of the first born, etc.) While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Ongoing"
              }
            ]
          },
          {
            "name": "Druid",
            "description": "",
            "hp": "6+Constitution",
            "damage": "d6",
            "load": 6,
            "linkPath": "druid",
            "names": {
              "Elf": [
                "Hycorax",
                "Ethanwe",
                "Sinathel",
                "Demanor",
                "Menoliir",
                "Mithralan",
                "Taeros",
                "Aegor"
              ],
              "Halfling": [
                "Tanner",
                "Dunstan",
                "Rose",
                "Ivy",
                "Robard",
                "Mab",
                "Thistle",
                "Puck",
                "Anne",
                "Serah"
              ],
              "Human": [
                "Elana",
                "Obelis",
                "Herran",
                "Syla",
                "Andanna",
                "Siobhan",
                "Aziz",
                "Pelin",
                "Sibel",
                "Nils",
                "Wei"
              ]
            },
            "look": "Choose one for each: Wise Eyes, Wild Eyes, or Haunting Eyes. Furry Hood, Messy Hair, or Braided Hair. Ceremonial Garb, Practical Leathers, or Weathered Hides.",
            "races": [
              {
                "name": "Elf",
                "move": "The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land."
              },
              {
                "name": "Human",
                "move": "As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options."
              }
            ],
            "starting_moves": [
              {
                "name": "Born of the Soil",
                "text": "You learned your magic in a place whose spirits are strong and ancient and they've marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land: The Great Forests, The Whispering Plains, The Vast Desert, The Stinking Mire, The River Delta, The Depths of the Earth, The Sapphire Islands, The Open Sea, The Towering Mountains, The Frozen North, The Blasted Wasteland. Choose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard's spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take."
              },
              {
                "name": "By Nature Sustained",
                "text": "You don't need to eat or drink. If a move tells you to mark off a ration just ignore it."
              },
              {
                "name": "Spirit Tongue",
                "text": "The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied."
              },
              {
                "name": "Shapeshifter",
                "text": "When you call upon the spirits to change your shape, roll+Wis. On a 10+ hold 3. On a 7–9 hold 2. On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species' form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you're out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form."
              },
              {
                "name": "Studied Essence",
                "text": "When you **spend time in contemplation of an animal spirit**, you may add its species to those you can assume using shapeshifting."
              }
            ],
            "alignments": [
              {
                "name": "Chaotic",
                "trigger": "Destroy a symbol of civilization."
              },
              {
                "name": "Good",
                "trigger": "Help something or someone grow."
              },
              {
                "name": "Neutral",
                "trigger": "Eliminate an unnatural menace."
              }
            ],
            "gear": "Your load is 6+Str. You carry some token of your land, describe it. Choose your defenses: hide armor (1 armor, 1 weight) or wooden shield (+1 armor, 1 weight).\n\nChoose your armament: shillelagh (close, 2 weight); staff (close, two-handed, 1 weight); or spear (close, thrown, near, 1 weight).\n\nChoose one: adventuring gear (1 weight); poultices and herbs (2 uses, 1 weight); halfling pipeleaf (0 weight); 3 antitoxin (0 weight).",
            "bonds": [
              "____________________ smells more like prey than a hunter.",
              "The spirits spoke to me of a great danger that follows ______________.",
              "I have showed ________________ a secret rite of the Land.",
              "___________ has tasted my blood and I theirs.",
              "We are bound by it."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Hunter's Brother",
                "text": "Choose one move from the ranger class list."
              },
              {
                "name": "Red of Tooth and Claw",
                "text": "When you **are in an appropriate animal form** (something dangerous) increase your damage to d8."
              },
              {
                "name": "Communion of Whispers",
                "text": "When **you spend time in a place, making note of its resident spirits and calling on the spirits of the land**, roll+Wis. You will be granted a vision of significance to you, your allies, and the spirits around you. On a 10+ the vision will be clear and helpful to you. On a 7–9 the vision is unclear, its meaning murky. On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward."
              },
              {
                "name": "Barkskin",
                "text": "So long as your feet touch the ground you have +1 armor."
              },
              {
                "name": "Eyes of the Tiger",
                "text": "When you mark an animal (with mud, dirt, or blood) you can see through that animal's eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way."
              },
              {
                "name": "Shed",
                "text": "When you **take damage while shapeshifted** you may choose to revert to your natural form to negate the damage."
              },
              {
                "name": "Thing-Talker",
                "text": "You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities."
              },
              {
                "name": "Formcrafter",
                "text": "When you shapeshift choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat, too: you take -1 ongoing to rolls using that stat while shifted."
              },
              {
                "name": "Elemental Mastery",
                "text": "When you **call on the primal spirits of fire, water, earth or air to perform a task for you** roll+Wis. On a 10+ choose two. On a 7–9 choose one. On a miss, some catastrophe occurs as a result of your calling: the effect you desire comes to pass; you avoid paying nature's price; you retain control."
              },
              {
                "name": "Balance",
                "text": "When you **deal damage**, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Embracing No Form",
                "text": "When you shapeshift, roll 1d4 and add that total to your hold."
              },
              {
                "name": "Doppelgänger's Dance",
                "text": "You are able to study the essence of specific individuals to take their exact form, including men, elves, or the like. Suppressing your tell is possible, but if you do, take -1 ongoing until you return to your own form."
              },
              {
                "name": "Blood and Thunder",
                "text": "When you **are in an appropriate animal form** (something dangerous) increase your damage to d10.",
                "requires": "Replaces: Red of Tooth and Claw"
              },
              {
                "name": "The Druid Sleep",
                "text": "When you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands."
              },
              {
                "name": "World-Talker",
                "text": "You see the patterns that make up the fabric of the world. You may now apply your spirit tongue, shapeshifter and studied essence moves to pure elements—fire, water, air and earth.",
                "requires": "Requires: Thing-Talker"
              },
              {
                "name": "Stalker's Sister",
                "text": "Choose one move from the ranger class list.",
                "requires": "Requires: Hunter's Brother"
              },
              {
                "name": "Formshaper",
                "text": "You may increase your armor by 1 or deal an additional +1d4 damage while in an animal form. Choose which when you shapeshift.",
                "requires": "Requires: Formcrafter"
              },
              {
                "name": "Chimera",
                "text": "When you shapeshift, you may create a merged form of up to three different shapes. You may be a bear with the wings of an eagle and the head of a ram, for example. Each feature will grant you a different move to make. Your chimera form follows the same rules as shapeshifter otherwise."
              },
              {
                "name": "Weather Weaver",
                "text": "When you are under open skies when the sun rises the GM will ask you what the weather will be that day. Tell them whatever you like, it comes to pass."
              }
            ]
          },
          {
            "name": "Fighter",
            "description": "",
            "hp": "10+Constitution",
            "damage": "d10",
            "load": 12,
            "linkPath": "fighter",
            "names": {
              "Dwarf": [
                "Ozruk",
                "Surtur",
                "Brunhilda",
                "Annika",
                "Janos",
                "Greta",
                "Dim",
                "Rundrig",
                "Jarl",
                "Xotoq"
              ],
              "Elf": [
                "Elohiir",
                "Sharaseth",
                "Hasrith",
                "Shevaral",
                "Cadeus",
                "Eldar",
                "Kithracet",
                "Thelian"
              ],
              "Halfling": [
                "Finnegan",
                "Olive",
                "Randolph",
                "Bartleby",
                "Aubrey",
                "Baldwin",
                "Becca"
              ],
              "Human": [
                "Hawke",
                "Rudiger",
                "Gregor",
                "Brianne",
                "Walton",
                "Castor",
                "Shanna",
                "Ajax",
                "Hob"
              ]
            },
            "look": "Choose one for each: Hard Eyes, Dead Eyes, or Eager Eyes. Wild Hair, Shorn Hair, or Battered Helm. Calloused Skin, Tanned Skin, or Scarred Skin. Built Body, Lithe Body, or Ravaged Body.",
            "races": [
              {
                "name": "Dwarf",
                "move": "When you **share a drink with someone**, you may parley with them using CON instead of CHA."
              },
              {
                "name": "Elf",
                "move": "Choose one weapon—you can always treat weapons of that type as if they had the precise tag."
              },
              {
                "name": "Halfling",
                "move": "When you defy danger and **use your small size to your advantage**, take +1."
              }
            ],
            "starting_moves": [
              {
                "name": "Bend Bars, Lift Gates",
                "text": "When you **use pure strength to destroy an inanimate obstacle**, roll+Str. On a 10+, choose 3. On a 7-9 choose 2: it doesn't take a very long time; nothing of value is damaged; it doesn't make an inordinate amount of noise; you can fix the thing again without a lot of effort."
              },
              {
                "name": "Armored",
                "text": "You ignore the clumsy tag on armor you wear."
              },
              {
                "name": "Signature Weapon",
                "text": "This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.\n\nChoose a base description, all are 2 weight: Sword, Axe, Hammer, Spear, Flail, Fists.\n\nChoose the range that best fits your weapon: Hand, Close, Reach.\n\nChoose two enhancements: Hooks and spikes (+1 damage, but +1 weight); Sharp (+2 piercing); Perfectly weighted (add precise); Serrated edges (+1 damage); Glows in the presence of one type of creature, your choice; Huge (add messy and forceful); Versatile (choose an additional range); Well-crafted (-1 weight).\n\nChoose a look: Ancient, Unblemished, Ornate, Blood-stained, Sinister."
              }
            ],
            "alignments": [
              {
                "name": "Good",
                "trigger": "Defend those weaker than you."
              },
              {
                "name": "Neutral",
                "trigger": "Defeat a worthy opponent."
              },
              {
                "name": "Evil",
                "trigger": "Kill a defenseless or surrendered enemy."
              }
            ],
            "gear": "Your load is 12+Str. You carry your signature weapon and dungeon rations (5 uses, 1 weight). Choose your defenses: chainmail (1 armor, 1 weight) and adventuring gear (1 weight); or scale armor (2 armor, 3 weight).\n\nChoose two: 2 healing potions (0 weight); shield (+1 armor, 2 weight); antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight); 22 coins.",
            "bonds": [
              "_______________ owes me their life, whether they admit it or not.",
              "I have sworn to protect _______________.",
              "I worry about the ability of _______________ to survive in the dungeon.",
              "_______________ is soft, but I will make them hard like me."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Merciless",
                "text": "When you deal damage, deal +1d4 damage."
              },
              {
                "name": "Heirloom",
                "text": "When you **consult the spirits that reside within your signature weapon**, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA. On a 10+, the GM will give you good detail. On a 7-9, the GM will give you an impression."
              },
              {
                "name": "Armor Mastery",
                "text": "When you **make your armor take the brunt of damage dealt to you**, the damage is negated but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed."
              },
              {
                "name": "Improved Weapon",
                "text": "Choose one extra enhancement for your signature weapon."
              },
              {
                "name": "Seeing Red",
                "text": "When you discern realities during combat, you take +1."
              },
              {
                "name": "Interrogator",
                "text": "When you **parley using threats of impending violence as leverage**, you may use STR instead of CHA."
              },
              {
                "name": "Scent of Blood",
                "text": "When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage."
              },
              {
                "name": "Multiclass Dabbler",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move."
              },
              {
                "name": "Iron Hide",
                "text": "You gain +1 armor."
              },
              {
                "name": "Blacksmith",
                "text": "When you have access to a forge you can graft the magical powers of a weapon onto your signature weapon. This process destroys the magical weapon. Your signature weapon gains the magical powers of the destroyed weapon."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Bloodthirsty",
                "text": "When you deal damage, deal +1d8 damage.",
                "requires": "Replaces: Merciless"
              },
              {
                "name": "Armored Perfection",
                "text": "When you **choose to let your armor take the brunt of damage dealt to you**, the damage is negated and you take +1 forward against the attacker, but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed.",
                "requires": "Replaces: Armor Mastery"
              },
              {
                "name": "Evil Eye",
                "text": "When you **enter combat**, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to make eye contact with an NPC present, who freezes or flinches and can't act until you break it off. On a 6-, your enemies immediately identify you as their biggest threat.",
                "requires": "Requires: Seeing Red"
              },
              {
                "name": "Taste of Blood",
                "text": "When you hack and slash an enemy, your next attack against that same foe deals +1d8 damage.",
                "requires": "Replaces: Scent of Blood"
              },
              {
                "name": "Multiclass Initiate",
                "text": "Get one move from another class. Treat your level as one lower for choosing the move.",
                "requires": "Requires: Multiclass Dabbler"
              },
              {
                "name": "Steel Hide",
                "text": "You gain +2 armor.",
                "requires": "Replaces: Iron Hide"
              },
              {
                "name": "Through Death's Eyes",
                "text": "When you **go into battle**, roll+WIS. On a 10+, name someone who will live **and** someone who will die. On a 7-9, name someone who will live **or** someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it's even remotely possible. On a 6- you see your own death and consequently take -1 ongoing throughout the battle."
              },
              {
                "name": "Eye for Weaponry",
                "text": "When you look over an enemy's weaponry, ask the GM how much damage they do."
              },
              {
                "name": "Superior Warrior",
                "text": "When you hack and slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy."
              }
            ]
          },
          {
            "name": "Paladin",
            "description": "",
            "hp": "10+Constitution",
            "damage": "d10",
            "load": 12,
            "linkPath": "paladin",
            "names": {},
            "look": "Choose one for each: Kind Eyes, Fiery Eyes, or Glowing Eyes. Helmet, Styled Hair, or Bald. Worn Holy Symbol or Fancy Holy Symbol. Fit Body, Bulky Body, or Thin Body.",
            "races": [],
            "starting_moves": [
              {
                "name": "Lay on Hands (Cha)",
                "text": "When you **touch someone, skin to skin, and pray for their well-being**, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you."
              },
              {
                "name": "Armored",
                "text": "You ignore the clumsy tag on armor you wear."
              },
              {
                "name": "I Am the Law",
                "text": "When you **give an NPC an order based on your divine authority**, roll+Cha. On a 7+, they choose one: do what you say; back away cautiously, then flee; attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them."
              },
              {
                "name": "Quest",
                "text": "When you **dedicate yourself to a mission through prayer and ritual cleansing**, state what you set out to do: slay _______, a great blight on the land; defend _______ from the iniquities that beset them; discover the truth of _______. Then choose up to two boons: an unwavering sense of direction to _______; invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.); a mark of divine authority; senses that pierce lies; a voice that transcends language; a freedom from hunger, thirst, and sleep. The GM will then tell you what vow or vows is required of you to maintain your blessing: Honor (forbidden: cowardly tactics and tricks); Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh); Piety (required: observance of daily holy services); Valor (forbidden: suffering an evil creature to live); Truth (forbidden: lies); Hospitality (required: comfort to those in need, no matter who they are)."
              }
            ],
            "alignments": [
              {
                "name": "Lawful",
                "trigger": "Deny mercy to a criminal or unbeliever."
              },
              {
                "name": "Good",
                "trigger": "Endanger yourself to protect someone weaker than you."
              }
            ],
            "gear": "Your load is 12+Str. You start with dungeon rations (5 uses, 1 weight), scale armor (2 armor, 3 weight), and some mark of faith, describe it (0 weight). Choose your weapon: halberd (reach, +1 damage, two-handed, 2 weight); or long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 weight).\n\nChoose one: adventuring gear (1 weight); or dungeon rations (1 weight) and healing potion (0 weight).",
            "bonds": [
              "_______________'s misguided behavior endangers their very soul! _______________ has stood by me in battle and can be trusted completely.",
              "I respect the beliefs of _______________ but hope they will someday see the true way.",
              "_______________ is a brave soul, I have much to learn from them."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Divine Favor",
                "text": "Dedicate yourself to a deity (name a new one or choose one that's already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1."
              },
              {
                "name": "Bloody Aegis",
                "text": "When you take damage you can grit your teeth and accept the blow. If you do you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can't use this move."
              },
              {
                "name": "Smite",
                "text": "While on a quest you deal +1d4 damage."
              },
              {
                "name": "Exterminatus",
                "text": "When you **speak aloud your promise to defeat an enemy**, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself."
              },
              {
                "name": "Charge!",
                "text": "When you **lead the charge into combat**, those you lead take +1 forward."
              },
              {
                "name": "Staunch Defender",
                "text": "When you defend you always get +1 hold, even on a 6-."
              },
              {
                "name": "Setup Strike",
                "text": "When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage."
              },
              {
                "name": "Holy Protection",
                "text": "You get +1 armor while on a quest."
              },
              {
                "name": "Voice of Authority",
                "text": "Take +1 to order hirelings."
              },
              {
                "name": "Hospitaller",
                "text": "When you heal an ally, you heal +1d8 damage."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Evidence of Faith",
                "text": "When you **see divine magic as it happens**, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.",
                "requires": "Requires: Divine Favor"
              },
              {
                "name": "Holy Smite",
                "text": "While on a quest you deal +1d8 damage.",
                "requires": "Replaces: Smite"
              },
              {
                "name": "Ever Onward",
                "text": "When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.",
                "requires": "Replaces: Charge!"
              },
              {
                "name": "Impervious Defender",
                "text": "When you defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.",
                "requires": "Replaces: Staunch Defender"
              },
              {
                "name": "Tandem Strike",
                "text": "When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.",
                "requires": "Replaces: Setup Strike"
              },
              {
                "name": "Divine Protection",
                "text": "You get +2 armor while on a quest.",
                "requires": "Replaces: Holy Protection"
              },
              {
                "name": "Divine Authority",
                "text": "Take +1 to order hirelings. When you roll a 12+ the hireling transcends their moment of fear and doubt and carries out your order with particular effectiveness or efficiency.",
                "requires": "Replaces: Voice of Authority"
              },
              {
                "name": "Perfect Hospitaller",
                "text": "When you heal an ally, you heal +2d8 damage.",
                "requires": "Replaces: Hospitaller"
              },
              {
                "name": "Indomitable",
                "text": "When you suffer a debility (even through Bloody Aegis) take +1 forward against whatever caused it."
              },
              {
                "name": "Perfect Knight",
                "text": "When you quest you choose three boons instead of two."
              }
            ]
          },
          {
            "name": "Ranger",
            "description": "",
            "hp": "8+Constitution",
            "damage": "d8",
            "load": 11,
            "linkPath": "ranger",
            "names": {
              "Elf": [
                "Throndir",
                "Elrosine",
                "Aranwe",
                "Celion",
                "Dambrath",
                "Lanethe"
              ],
              "Human": [
                "Jonah",
                "Halek",
                "Brandon",
                "Emory",
                "Shrike",
                "Nora",
                "Diana"
              ]
            },
            "look": "Choose one for each: Wild Eyes, Sharp Eyes, or Animal Eyes. Hooded Head, Wild Hair, or Bald. Cape, Camouflage, or Traveling Clothes. Lithe Body, Wild Body, or Sharp Body.",
            "races": [
              {
                "name": "Elf",
                "move": "When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+."
              }
            ],
            "starting_moves": [
              {
                "name": "Hunt and Track (Wis)",
                "text": "When you **follow a trail of clues left behind by passing creatures**, roll+WIS. On a 7+, you follow the creature's trail until there's a significant change in its direction or mode of travel. On a 10+, you also choose 1: gain a useful bit of information about your quarry, the GM will tell you what; or determine what caused the trail to end."
              },
              {
                "name": "Called Shot",
                "text": "When you **attack a defenseless or surprised enemy at range**, you can choose to deal your damage or name your target and roll+DEX. Head: on 10+ as 7–9, plus your damage; on 7-9 they do nothing but stand and drool for a few moments. Arms: on 10+ as 7-9, plus your damage; on 7-9 they drop anything they're holding. Legs: on 10+ as 7-9, plus your damage; on 7-9 they're hobbled and slow moving."
              },
              {
                "name": "Animal Companion",
                "text": "You have a supernatural connection with a loyal animal. You can't talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species (wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule).\n\nChoose a base: Ferocity +2, Cunning +1, 1 Armor, Instinct +1; Ferocity +2, Cunning +2, 0 Armor, Instinct +1; Ferocity +1, Cunning +2, 1 Armor, Instinct +1; Ferocity +3, Cunning +1, 1 Armor, Instinct +2.\n\nChoose as many strengths as its ferocity (fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy). Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning (hunt, search, scout, guard, fight monsters, perform, labor, travel). Choose as many weaknesses as its instinct (flighty, savage, slow, broken, frightening, forgetful, stubborn, lame)."
              },
              {
                "name": "Command",
                "text": "When you work with your animal companion on something it's trained in: and you attack the same target, add its ferocity to your damage; and you track, add its cunning to your roll; and you take damage, add its armor to your armor; and you discern realities, add its cunning to your roll; and you parley, add its cunning to your roll; and someone interferes with you, add its instinct to their roll."
              }
            ],
            "alignments": [
              {
                "name": "Chaotic",
                "trigger": "Free someone from literal or figurative bonds."
              },
              {
                "name": "Good",
                "trigger": "Endanger yourself to combat an unnatural threat."
              },
              {
                "name": "Neutral",
                "trigger": "Help an animal or spirit of the wild."
              }
            ],
            "gear": "Your load is 11+Str. You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), and a bundle of arrows (3 ammo, 1 weight). Choose your armament: hunter's bow (near, far, 1 weight) and short sword (close, 1 weight); or hunter's bow (near, far, 1 weight) and spear (reach, 1 weight).\n\nChoose one: adventuring gear (1 weight) and dungeon rations (1 weight); or adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight).",
            "bonds": [
              "I have guided _______________ before and they owe me for it.",
              "_______________ is a friend of nature, so I will be their friend as well.",
              "_______________ has no respect for nature, so I have no respect for them.",
              "_______________ does not understand life in the wild, so I will teach them."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Wild Empathy",
                "text": "You can speak with and understand animals."
              },
              {
                "name": "Familiar Prey",
                "text": "When you spout lore about a monster you use WIS instead of INT."
              },
              {
                "name": "Viper's Strike",
                "text": "When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike."
              },
              {
                "name": "Camouflage",
                "text": "When you **keep still in natural surroundings**, enemies never spot you until you make a movement."
              },
              {
                "name": "Man's Best Friend",
                "text": "When you **allow your animal companion to take a blow that was meant for you**, the damage is negated and your animal companion's ferocity becomes 0. If its ferocity is already 0 you can't use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal."
              },
              {
                "name": "Blot Out the Sun",
                "text": "When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets."
              },
              {
                "name": "Well-Trained",
                "text": "Choose another training for your animal companion."
              },
              {
                "name": "God Amidst the Wastes",
                "text": "Dedicate yourself to a deity (name a new one or choose one that's already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1."
              },
              {
                "name": "Follow Me",
                "text": "When you undertake a perilous journey you can take two roles. You make a separate roll for each."
              },
              {
                "name": "A Safe Place",
                "text": "When you **set the watch for the night**, everyone takes +1 to take watch."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Wild Speech",
                "text": "You can speak with and understand any non-magical, non-planar creature.",
                "requires": "Replaces: Wild Empathy"
              },
              {
                "name": "Hunter's Prey",
                "text": "When you spout lore about a monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.",
                "requires": "Replaces: Familiar Prey"
              },
              {
                "name": "Viper's Fangs",
                "text": "When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.",
                "requires": "Replaces: Viper's Strike"
              },
              {
                "name": "Smaug's Belly",
                "text": "When you know your target's weakest point your arrows have 2 piercing."
              },
              {
                "name": "Strider",
                "text": "When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both roles.",
                "requires": "Replaces: Follow Me"
              },
              {
                "name": "A Safer Place",
                "text": "When you set the watch for the night everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes +1 forward.",
                "requires": "Replaces: A Safe Place"
              },
              {
                "name": "Observant",
                "text": "When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free."
              },
              {
                "name": "Special Trick",
                "text": "Choose a move from another class. So long as you are working with your animal companion you have access to that move."
              },
              {
                "name": "Unnatural Ally",
                "text": "Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training."
              }
            ]
          },
          {
            "name": "Thief",
            "description": "",
            "hp": "6+Constitution",
            "damage": "d8",
            "load": 9,
            "linkPath": "thief",
            "names": {
              "Halfling": [
                "Felix",
                "Rook",
                "Mouse",
                "Sketch",
                "Trixie",
                "Robin",
                "Omar",
                "Brynn",
                "Bug"
              ],
              "Human": [
                "Sparrow",
                "Shank",
                "Jack",
                "Marlow",
                "Dodge",
                "Rat",
                "Pox",
                "Humble",
                "Farley"
              ]
            },
            "look": "Choose one for each: Shifty Eyes or Criminal Eyes. Hooded Head, Messy Hair, or Cropped Hair. Dark Clothes, Fancy Clothes, or Common Clothes. Lithe Body, Knobby Body, or Flabby Body.",
            "races": [
              {
                "name": "Halfling",
                "move": "When you attack with a ranged weapon, deal +2 damage."
              }
            ],
            "starting_moves": [
              {
                "name": "Trap Expert",
                "text": "When you **spend a moment to survey a dangerous area**, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions: Is there a trap here and if so, what activates it? What does the trap do when activated? What else is hidden here?"
              },
              {
                "name": "Tricks of the Trade",
                "text": "When you **pick locks or pockets or disable traps**, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost."
              },
              {
                "name": "Backstab",
                "text": "When you **attack a surprised or defenseless enemy with a melee weapon**, you can choose to deal your damage or roll+DEX. On a 10+ choose two. On a 7–9 choose one: you don't get into melee with them; you deal your damage+1d6; you create an advantage, +1 forward to you or an ally acting on it; reduce their armor by 1 until they repair it."
              },
              {
                "name": "Flexible Morals",
                "text": "When someone tries to detect your alignment you can tell them any alignment you like."
              },
              {
                "name": "Poisoner",
                "text": "You've mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.\n\nOil of Tagit (applied): The target falls into a light sleep. Bloodweed (touch): The target deals -1d4 damage ongoing until cured. Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise. Serpent's Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result."
              }
            ],
            "alignments": [
              {
                "name": "Chaotic",
                "trigger": "Leap into danger without a plan."
              },
              {
                "name": "Neutral",
                "trigger": "Avoid detection or infiltrate a location."
              },
              {
                "name": "Evil",
                "trigger": "Shift danger or blame from yourself to someone else."
              }
            ],
            "gear": "Your load is 9+Str. You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10 coins. Choose your arms: dagger (hand, 1 weight) and short sword (close, 1 weight); or rapier (close, precise, 1 weight).\n\nChoose a ranged weapon: 3 throwing daggers (thrown, near, 0 weight); or ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight).\n\nChoose one: adventuring gear (1 weight); or healing potion (0 weight).",
            "bonds": [
              "I stole something from _______________.",
              "_______________ has my back when things go wrong.",
              "_______________ knows incriminating details about me.",
              "_______________ and I have a con running."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Cheap Shot",
                "text": "When using a precise or hand weapon, your backstab deals an extra +1d6 damage."
              },
              {
                "name": "Cautious",
                "text": "When you use trap expert you always get +1 hold, even on a 6-."
              },
              {
                "name": "Wealth and Taste",
                "text": "When you **make a show of flashing around your most valuable possession**, choose someone present. They will do anything they can to obtain your item or one like it."
              },
              {
                "name": "Shoot First",
                "text": "You're never caught by surprise. When an enemy would get the drop on you, you get to act first instead."
              },
              {
                "name": "Poison Master",
                "text": "After you've used a poison once it's no longer dangerous for you to use."
              },
              {
                "name": "Envenom",
                "text": "You can apply even complex poisons with a pinprick. When you apply a poison that's not dangerous for you to use to your weapon it's touch instead of applied."
              },
              {
                "name": "Brewer",
                "text": "When you have time to gather materials and a safe place to brew you can create three doses of any one poison you've used before."
              },
              {
                "name": "Underdog",
                "text": "When you're outnumbered, you have +1 armor."
              },
              {
                "name": "Connections",
                "text": "When you put out word to the criminal underbelly about something you want or need, roll+CHA. On a 10+, someone has it, just for you. On a 7–9, you'll have to settle for something close or it comes with strings attached, your call."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Dirty Fighter",
                "text": "When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.",
                "requires": "Replaces: Cheap Shot"
              },
              {
                "name": "Extremely Cautious",
                "text": "When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.",
                "requires": "Replaces: Cautious"
              },
              {
                "name": "Alchemist",
                "text": "When you have time to gather materials and a safe place to brew you can create three doses of any poison you've used before. Alternately you can describe the effects of a poison you'd like to create. The GM will tell you that you can create it, but with one or more caveats: it will only work under specific circumstances; the best you can manage is a weaker version; it'll take a while to take effect; it'll have obvious side effects.",
                "requires": "Replaces: Brewer"
              },
              {
                "name": "Serious Underdog",
                "text": "You have +1 armor. When you're outnumbered, you have +2 armor instead.",
                "requires": "Replaces: Underdog"
              },
              {
                "name": "Evasion",
                "text": "When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace."
              },
              {
                "name": "Strong Arm, True Aim",
                "text": "You can throw any melee weapon, using it to volley. A thrown melee weapon is gone; you can never choose to reduce ammo on a 7–9."
              },
              {
                "name": "Escape Route",
                "text": "When you're in too deep and need a way out, name your escape route and roll+DEX. On a 10+ you're gone. On a 7–9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what."
              },
              {
                "name": "Disguise",
                "text": "When you have time and materials you can create a disguise that will fool anyone into thinking you're another creature of about the same size and shape. Your actions can give you away but your appearance won't."
              },
              {
                "name": "Heist",
                "text": "When you take time to make a plan to steal something, name the thing you want to steal and ask the GM these questions. When acting on the answers you and your allies take +1 forward: Who will notice it's missing? What's its most powerful defense? Who will come after it? Who else wants it?"
              }
            ]
          },
          {
            "name": "Wizard",
            "description": "",
            "hp": "4+Constitution",
            "damage": "d4",
            "load": 7,
            "linkPath": "wizard",
            "names": {
              "Elf": [
                "Galadiir",
                "Fenfaril",
                "Lilliastre",
                "Phirosalle",
                "Enkirash",
                "Halwyr"
              ],
              "Human": [
                "Avon",
                "Morgan",
                "Rath",
                "Ysolde",
                "Ovid",
                "Vitus",
                "Aldara",
                "Xeno",
                "Uri"
              ]
            },
            "look": "Choose one for each: Haunted Eyes, Sharp Eyes, or Crazy Eyes. Styled Hair, Wild Hair, or Pointed Hat. Worn Robes, Stylish Robes, or Strange Robes. Pudgy Body, Creepy Body, or Thin Body.",
            "races": [
              {
                "name": "Elf",
                "move": "Magic is as natural as breath to you. Detect Magic is a cantrip for you."
              }
            ],
            "starting_moves": [
              {
                "name": "Spellbook",
                "text": "You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. Your spellbook is 1 weight."
              },
              {
                "name": "Prepare Spells",
                "text": "When you **spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook**, you: lose any spells you already have prepared; prepare new spells of your choice from your spellbook whose total levels don't exceed your own level+1; prepare your cantrips which never count against your limit."
              },
              {
                "name": "Cast a Spell (Int)",
                "text": "When you **release a spell you've prepared**, roll+Int. On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. On a 7-9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot (the GM will tell you how); the spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells; after it is cast, the spell is forgotten and you cannot cast the spell again until you prepare spells. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell."
              },
              {
                "name": "Spell Defense",
                "text": "You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you."
              },
              {
                "name": "Ritual",
                "text": "When you **draw on a place of power to create a magical effect**, tell the GM what you're trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions: it's going to take days/weeks/months; first you must ____; you'll need help from ____; it will require a lot of money; the best you can do is a lesser version, unreliable and limited; you and your allies will risk danger from ____; you'll have to disenchant ____ to do it."
              }
            ],
            "alignments": [
              {
                "name": "Good",
                "trigger": "Use magic to directly aid another."
              },
              {
                "name": "Neutral",
                "trigger": "Discover something about a magical mystery."
              },
              {
                "name": "Evil",
                "trigger": "Use magic to cause terror and fear."
              }
            ],
            "gear": "Your load is 7+Str. You start with your spellbook (1 weight) and dungeon rations (5 uses, 1 weight). Choose your defenses: leather armor (1 armor, 1 weight); or bag of books (5 uses, 2 weight) and 3 healing potions.\n\nChoose your weapon: dagger (hand, 1 weight); or staff (close, two-handed, 1 weight).\n\nChoose one: healing potion (0 weight); or 3 antitoxins (0 weight).",
            "bonds": [
              "_______________ will play an important role in the events to come.",
              "I have foreseen it! _______________ is keeping an important secret from me.",
              "_______________ is woefully misinformed about the world; I will teach them all that I can."
            ],
            "advanced_moves_2_5": [
              {
                "name": "Prodigy",
                "text": "Choose a spell. You prepare that spell as if it were one level lower."
              },
              {
                "name": "Empowered Magic",
                "text": "When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well: the spell's effects are maximized; the spell's targets are doubled."
              },
              {
                "name": "Fount of Knowledge",
                "text": "When you **spout lore about something no one else has any clue about**, take +1."
              },
              {
                "name": "Know-It-All",
                "text": "When **another player's character comes to you for advice and you tell them what you think is best**, they get +1 forward when following your advice and you mark experience if they do."
              },
              {
                "name": "Expanded Spellbook",
                "text": "Add a new spell from the spell list of any class to your spellbook."
              },
              {
                "name": "Enchanter",
                "text": "When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully."
              },
              {
                "name": "Logical",
                "text": "When you **use strict deduction to analyze your surroundings**, you can discern realities with INT instead of WIS."
              },
              {
                "name": "Arcane Ward",
                "text": "As long as you have at least one prepared spell of first level or higher, you have +2 armor."
              },
              {
                "name": "Counterspell",
                "text": "When you **attempt to counter an arcane spell that will otherwise affect you**, stake one of your prepared spells on the defense and roll+Int. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell you staked. Your counterspell protects only you; if the countered spell has other targets they get its effects."
              },
              {
                "name": "Quick Study",
                "text": "When you **see the effects of an arcane spell**, ask the GM the name of the spell and its effects. You take +1 when acting on the answers."
              }
            ],
            "advanced_moves_6_10": [
              {
                "name": "Master",
                "text": "Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.",
                "requires": "Requires: Prodigy"
              },
              {
                "name": "Greater Empowered Magic",
                "text": "When you cast a spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free: the spell's effects are doubled; the spell's targets are doubled.",
                "requires": "Replaces: Empowered Magic"
              },
              {
                "name": "Enchanter's Soul",
                "text": "When you have time and safety with a magic item in a place of power you can empower that item so that the next time you use it its effects are amplified, the GM will tell you exactly how.",
                "requires": "Requires: Enchanter"
              },
              {
                "name": "Highly Logical",
                "text": "When you **use strict deduction to analyze your surroundings**, you can discern realities with Int instead of Wis. On a 12+ you get to ask the GM any three questions, not limited by the list.",
                "requires": "Replaces: Logical"
              },
              {
                "name": "Arcane Armor",
                "text": "As long as you have at least one prepared spell of first level or higher, you have +4 armor.",
                "requires": "Replaces: Arcane Ward"
              },
              {
                "name": "Protective Counter",
                "text": "When an ally within sight of you is affected by an arcane spell, you can counter it as if it affected you. If the spell affects multiple allies you must counter for each ally separately.",
                "requires": "Requires: Counterspell"
              },
              {
                "name": "Ethereal Tether",
                "text": "When you have time with a willing or helpless subject you can craft an ethereal tether with them. You perceive what they perceive and can discern realities about someone tethered to you or their surroundings no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them."
              },
              {
                "name": "Mystical Puppet Strings",
                "text": "When you **use magic to control a person's actions** they have no memory of what you had them do and bear you no ill will."
              },
              {
                "name": "Spell Augmentation",
                "text": "When you **deal damage to a creature** you can shunt a spell's energy into them—end one of your ongoing spells and add the spell's level to the damage dealt."
              },
              {
                "name": "Self-Powered",
                "text": "When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you're binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.\n\n## Wizard Spells\n\n### Cantrips\n\nYou prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells."
              },
              {
                "name": "Light",
                "text": ": An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.",
                "requires": "Cantrip"
              },
              {
                "name": "Unseen Servant",
                "text": ": You conjure a simple invisible construct that can do nothing but carry items. It has load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.",
                "requires": "Cantrip, Ongoing"
              },
              {
                "name": "Prestidigitation",
                "text": ": You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won't fool anyone, but they might entertain them.\n\n### Level 1 Spells",
                "requires": "Cantrip"
              },
              {
                "name": "Contact Spirits",
                "text": ": Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.",
                "requires": "Summoning"
              },
              {
                "name": "Detect Magic",
                "text": ": One of your senses is briefly attuned to magic. The GM will tell you what here is magical.",
                "requires": "Divination"
              },
              {
                "name": "Telepathy",
                "text": ": You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time.",
                "requires": "Divination, Ongoing"
              },
              {
                "name": "Charm Person",
                "text": ": The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.",
                "requires": "Enchantment, Ongoing"
              },
              {
                "name": "Invisibility",
                "text": ": Touch an ally: nobody can see them. They're invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can't cast a spell.",
                "requires": "Illusion, Ongoing"
              },
              {
                "name": "Magic Missile",
                "text": ": Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.",
                "requires": "Evocation"
              },
              {
                "name": "Alarm",
                "text": ": Walk a wide circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.\n\n### Level 3 Spells"
              },
              {
                "name": "Dispel Magic",
                "text": ": Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells are ended, powerful magic is just reduced or dampened so long as you are nearby."
              },
              {
                "name": "Visions Through Time",
                "text": ": Cast this spell and gaze into a reflective surface to see into the depths of time. The GM will reveal the details of a grim portent to you—a bleak event that will come to pass without your intervention. They'll tell you something useful about how you can interfere with the grim portent's dark outcomes. Rare is the portent that claims \"You'll live happily ever after.\" Sorry.",
                "requires": "Divination"
              },
              {
                "name": "Fireball",
                "text": ": You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.",
                "requires": "Evocation"
              },
              {
                "name": "Mimic",
                "text": ": You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing you lose access to all your wizard moves.",
                "requires": "Ongoing"
              },
              {
                "name": "Mirror Image",
                "text": ": You create an illusory image of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the spell ends.",
                "requires": "Illusion"
              },
              {
                "name": "Sleep",
                "text": ": 1d4 enemies you can see of the GM's choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain.\n\n### Level 5 Spells",
                "requires": "Enchantment"
              },
              {
                "name": "Cage",
                "text": ": The target is held in a cage of magical force. Nothing can get in or out of the cage. The cage remains until you cast another spell or dismiss it. While the spell is ongoing, the caged creature can hear your thoughts and you cannot leave sight of the cage.",
                "requires": "Evocation, Ongoing"
              },
              {
                "name": "Contact Other Plane",
                "text": ": You send a request to another plane. Specify who or what you'd like to contact by location, type of creature, name, or title. You open a two-way communication with that creature. Your communication can be cut off at any time by you or the creature you contacted.",
                "requires": "Divination"
              },
              {
                "name": "Polymorph",
                "text": ": Your touch reshapes a creature entirely, they stay in the form you craft until you cast a spell. Describe the new shape you craft, including any stat changes, significant adaptations, or major weaknesses. The GM will then tell you one or more of these: the form will be unstable and temporary; the creature's mind will be altered as well; the form has an unintended benefit or weakness.",
                "requires": "Enchantment"
              },
              {
                "name": "Summon Monster",
                "text": ": A monster appears and aids you as best it can. Treat it as your character, but with access to only the basic moves. It has +1 modifier for all stats, 1 HP, and uses your damage dice. The monster also gets your choice of 1d6 of these traits: it has +2 instead of +1 to one stat; it's not reckless; it does 1d8 damage; its bond to your plane is strong, +2 HP for each level you have; it has some useful adaptation. The GM will tell you the type of monster you get based on the traits you select. The creature remains on this plane until it dies or you dismiss it. While the spell is ongoing you take -1 to cast a spell.\n\n### Level 7 Spells",
                "requires": "Summoning, Ongoing"
              },
              {
                "name": "Dominate",
                "text": ": Your touch pushes your mind into someone else's. You gain 1d4 hold. Spend one hold to make the target take one of these actions: speak a few words of your choice; give you something they hold; make a concerted attack on a target of your choice; truthfully answer one question. If you run out of hold the spell ends. If the target takes damage you lose 1 hold. While the spell is ongoing you cannot cast a spell.",
                "requires": "Enchantment, Ongoing"
              },
              {
                "name": "True Seeing",
                "text": ": You see all things as they truly are. This effect persists until you tell a lie or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.",
                "requires": "Divination, Ongoing"
              },
              {
                "name": "Shadow Walk",
                "text": ": The shadows you target with this spell become a portal for you and your allies. Name a location, describing it with a number of words up to your level. Stepping through the portal deposits you and any allies present when you cast the spell at the location you described. The portal may only be used once by each ally.",
                "requires": "Illusion"
              },
              {
                "name": "Contingency",
                "text": ": Choose a 5th level or lower spell you know. Describe a trigger condition using a number of words equal to your level. The chosen spell is held until you choose to unleash it or the trigger condition is met, whichever happens first. You don't have to roll for the held spell, it just takes effect. You may only have a single contingent spell held at a time; if you cast Contingency while you have a held spell, the new held spell replaces the old one.",
                "requires": "Evocation"
              },
              {
                "name": "Cloudkill",
                "text": ": A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Whenever a creature in the area takes damage it takes an additional, separate 1d6 damage which ignores armor. This spell persists so long as you can see the affected area, or until you dismiss it.\n\n### Level 9 Spells",
                "requires": "Summoning, Ongoing"
              },
              {
                "name": "Antipathy",
                "text": ": Choose a target and describe a type of creature or an alignment. Creatures of the specified type or alignment cannot come within sight of the target. If a creature of the specified type does find itself within sight of the target, it immediately flees. This effect continues until you leave the target's presence or you dismiss the spell. While the spell is ongoing you take -1 to cast a spell.",
                "requires": "Enchantment, Ongoing"
              },
              {
                "name": "Alert",
                "text": ": Describe an event. The GM will tell you when that event occurs, no matter where you are or how far away the event is. If you choose, you can view the location of the event as though you were there in person. You can only have one Alert active at a time.",
                "requires": "Divination"
              },
              {
                "name": "Soul Gem",
                "text": ": You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated through spells, parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can never be recaptured once freed."
              },
              {
                "name": "Shelter",
                "text": ": You create a structure out of pure magical power. It can be as large as a castle or as small as a hut, but is impervious to all non-magical damage. The structure endures until you leave it or you end the spell.",
                "requires": "Evocation, Ongoing"
              },
              {
                "name": "Perfect Summons",
                "text": ": You teleport a creature to your presence. Name a creature or give a short description of a type of creature. If you named a creature, that creature appears before you. If you described a type of creature, a creature of that type appears before you.",
                "requires": "Summoning"
              }
            ]
          }
        ]
      },
      "cavern-dwellers": {
        "label": "Cavern Dwellers",
        "color": "#7f8c8d",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 19,
        "items": [
          {
            "name": "Ankheg",
            "tags": [
              "Group",
              "Large"
            ],
            "attack": "Bite (d8+1 damage)",
            "hp": 10,
            "armor": 3,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "A hide like plate armor and great crushing mandibles are problematic. A stomach full of acid that can burn a hole through a stone wall makes them all the worse. They'd be bad enough if they were proper insect-sized, but these things have the gall to be as long as any given horse. It's just not natural! Good thing they tend to stick to one place? Easy for you to say—you don't have an ankheg living under your corn field.",
            "instinct": "To undermine",
            "moves": [
              "Undermine the ground",
              "Burst from the earth",
              "Spray forth acid, eating away at metal and flesh"
            ]
          },
          {
            "name": "Cave Rat",
            "tags": [
              "Horde",
              "Small"
            ],
            "attack": "Gnaw (d6 damage, 1 piercing)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close",
              "Messy"
            ],
            "description": "Who hasn't seen a rat before? It's like that, but nasty and big and not afraid of you anymore. Maybe this one was a cousin to that one you caught in a trap or the one you killed with a knife in that filthy tavern in Darrow. Maybe he's looking for a little ratty revenge.",
            "instinct": "To devour",
            "moves": [
              "Swarm",
              "Rip something (or someone) apart"
            ]
          },
          {
            "name": "Choker",
            "tags": [
              "Solitary",
              "Stealthy",
              "Intelligent"
            ],
            "attack": "Choke (d10 damage)",
            "hp": 15,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Flexible"
            ],
            "description": "Some say these things descended from the family of a cruel wizard who forced them to live out their lives underground. They say his experiments led him to fear the sun and ages passed while he descended into unlife, dragging his folk along with him. These things resemble men, in a way. Head, four limbs and all that. Only their skin is wet and rubbery and their arms long and fingers grasping. They hate all life that bears the stink of the sun's touch, as one might expect. Jealousy, long-instilled, is hard to shake.",
            "instinct": "To deny light",
            "moves": [
              "Hold someone, wringing the breath from them",
              "Fling a held creature"
            ]
          },
          {
            "name": "Cloaker",
            "tags": [
              "Solitary",
              "Stealthy"
            ],
            "attack": "Constrict (d10 damage, ignores armor)",
            "hp": 12,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Looks like a cloak"
            ],
            "description": "Don't put on that cloak, Gareth. Don't. You don't know where it's been. I tell you, it's no good. See! It moved! I'm not mad, Gareth, it moved! Don't do it! No! GARETH!",
            "instinct": "To engulf",
            "moves": [
              "Engulf the unsuspecting"
            ]
          },
          {
            "name": "Dwarven Warrior",
            "tags": [
              "Horde",
              "Organized"
            ],
            "attack": "Axe (d6 damage)",
            "hp": 7,
            "armor": 2,
            "range": [
              "Close"
            ],
            "description": "For ages, men believed all dwarves were male and all were of this ilk: stoic and proud warriors. Axe-wielding and plate-wearing. Stout bearded battle-hungry dwarves who would push them, time and time again, back up out of their mines and tunnels with ferocity. It just goes to show how little men know about the elder races. These folk are merely a vanguard, and they bravely do their duty to protect the riches of the Dwarven realm. Earn their trust and you've an ally for life. Earn their ire and you're not likely to regret it very long.",
            "instinct": "To defend",
            "moves": [
              "Drive them back",
              "Call up reinforcements"
            ]
          },
          {
            "name": "Earth Elemental",
            "tags": [
              "Solitary",
              "Huge"
            ],
            "attack": "Smash (d10+5 damage)",
            "hp": 27,
            "armor": 4,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Made of stone"
            ],
            "description": "Our shaman says that all the things of the world have a spirit. Stones, trees, a stream. Now that I've seen the earth roil under my feet and fists of stone beat my friends half to death I'd like to believe that crazy old man. The one I saw was huge—big as a house! It came boiling up from a rockslide out of nowhere and had a voice like an avalanche. I pay my respects, now. Rightly so.",
            "instinct": "To show the strength of earth",
            "moves": [
              "Turn the ground into a weapon",
              "Meld into stone"
            ]
          },
          {
            "name": "Fire Beetle",
            "tags": [
              "Horde",
              "Small"
            ],
            "attack": "Flames (d6 damage, ignores armor)",
            "hp": 3,
            "armor": 3,
            "range": [
              "Near"
            ],
            "special_qualities": [
              "Full of flames"
            ],
            "description": "Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they're temperamental, you see. The fire in their belly isn't just metaphorical, no. One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There's a reason they call it a conflagration of fire beetles.",
            "instinct": "To enflame",
            "moves": [
              "Undermine the ground",
              "Burst from the earth",
              "Spray forth flames"
            ]
          },
          {
            "name": "Gargoyle",
            "tags": [
              "Horde",
              "Stealthy",
              "Hoarder"
            ],
            "attack": "Claw (d6 damage)",
            "hp": 3,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "It's a sad thing, really. Guardians bred by magi of the past with no more castles to guard. Their ancestors' sacred task bred into their blood leads them to find a place—ruins mostly, but sometimes a cave or hill or mountain cliff—and guard it as though their masters yet lived below. They're notoriously good at finding valuables buried below the earth, though. Find one of these winged reptiles and you'll find yourself a treasure nearby. Just be careful, they're hard to spot and tend to move in packs.",
            "instinct": "To guard",
            "moves": [
              "Attack with the element of surprise",
              "Take to the air",
              "Blend into stonework"
            ]
          },
          {
            "name": "Gelatinous Cube",
            "tags": [
              "Solitary",
              "Large",
              "Stealthy",
              "Amorphous"
            ],
            "attack": "Engulf (d10+1 damage, ignores armor)",
            "hp": 20,
            "armor": 1,
            "range": [
              "Hand"
            ],
            "special_qualities": [
              "Transparent"
            ],
            "description": "How many adventurers' last thoughts were 'strange, this tunnel seems cleaner than most?' Too many, and all because of this transparent menace. A great acidic blob that expands to fill a small chamber or corridor and then slides, ever so slowly along, eating everything in its path. It cannot eat stone or metal and will often have them floating in its jelly mass. Blech.",
            "instinct": "To clean",
            "moves": [
              "Fill an apparently empty space",
              "Dissolve"
            ]
          },
          {
            "name": "Goblin",
            "tags": [
              "Horde",
              "Small",
              "Intelligent",
              "Organized"
            ],
            "attack": "Spear (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "Nobody seems to know where these things came from. Elves say they're the dwarves' fault—dredged up from a hidden place beneath the earth. Dwarves say they're bad elvish children, taken away at birth and raised in the dark. The truth of the matter is that goblins have always been here and they'll be here once all the civilized races have fallen and gone away. Goblins never die out. There's just too damn many of them.",
            "instinct": "To multiply",
            "moves": [
              "Charge!",
              "Call more goblins",
              "Retreat and return with (many) more"
            ]
          },
          {
            "name": "Goblin Orkaster",
            "tags": [
              "Solitary",
              "Small",
              "Magical",
              "Intelligent",
              "Organized"
            ],
            "attack": "Acid orb (d10+1 damage, ignores armor)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Near",
              "Far"
            ],
            "description": "Oh lord, who taught them magic?",
            "instinct": "To tap power beyond their stature",
            "moves": [
              "Unleash a poorly understood spell",
              "Pour forth magical chaos",
              "Use other goblins for shields"
            ]
          },
          {
            "name": "Goliath",
            "tags": [
              "Group",
              "Huge",
              "Organized",
              "Intelligent"
            ],
            "attack": "Mace (d8+7 damage)",
            "hp": 14,
            "armor": 1,
            "range": [
              "Reach",
              "Forceful"
            ],
            "description": "They dwell beneath the earth because they do not belong above it any longer. An undying race of mighty titans fled the plains and mountains in ages past—driven out by men and their heroes. Left to bide their time in the dark, hate and anger warmed by the pools of lava deep below. It's said that an earthquake is a goliath's birthing cry. Someday they'll take back what's theirs.",
            "instinct": "To retake",
            "moves": [
              "Shake the earth",
              "Retreat, only to come back stronger"
            ]
          },
          {
            "name": "Otyugh",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Tentacles (d10+3 damage)",
            "hp": 20,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Filth Fever"
            ],
            "description": "The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you'll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived.",
            "instinct": "To befoul",
            "moves": [
              "Infect someone with filth fever",
              "Fling someone or something"
            ]
          },
          {
            "name": "Maggot-Squid",
            "tags": [
              "Horde",
              "Small"
            ],
            "attack": "Chew (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Amphibious",
              "Paralyzing Tentacles"
            ],
            "description": "The gods that made this thing were playing some sick joke on the civilized folk of the world. The maggot-squid wields a face full of horrible squirming tentacles that, if they touch you, feel like being struck by lightning. They'll paralyze you and chew you up slowly while you're helpless. Best to not let it get to that.",
            "instinct": "To eat",
            "moves": [
              "Paralyze with a touch"
            ]
          },
          {
            "name": "Purple Worm",
            "tags": [
              "Solitary",
              "Huge"
            ],
            "attack": "Bite (d10+5 damage)",
            "hp": 20,
            "armor": 2,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "Iä! Iä! The Purple Worm! Blessed is its holy slime! We walk, unworthy, in its miles of massive tunnels. We are but shadows under its violet and all-consuming glory. Mere acolytes, we who hope someday to return to the great embrace of its tooth-ringed maw.",
            "instinct": "To consume",
            "moves": [
              "Swallow whole",
              "Tunnel through stone and earth"
            ]
          },
          {
            "name": "Roper",
            "tags": [
              "Solitary",
              "Large",
              "Stealthy",
              "Intelligent"
            ],
            "attack": "Bite (d10+1 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Rock-like Flesh"
            ],
            "description": "Evolutionary happenstance has created a clever underground predator. Disguised as a rocky formation—most often a stalactite or stalagmite—the roper waits for its prey to wander by. When it does, whether it's a rat, a goblin or a foolhardy adventurer, a mass of thin, whipping tentacles erupts from the thing's hide. A hundred lashes in the blink of an eye and the stunned prey is being dragged into the roper's mouth. Surprisingly effective for a thing that looks like a rock.",
            "instinct": "To ambush",
            "moves": [
              "Ensnare the unsuspecting",
              "Disarm a foe",
              "Chew on someone"
            ]
          },
          {
            "name": "Rot Grub",
            "tags": [
              "Horde",
              "Tiny"
            ],
            "attack": "Burrow (d6-2 damage)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Hand"
            ],
            "special_qualities": [
              "Burrow into flesh"
            ],
            "description": "They live in your skin. Or your organ meat. Or your eyeballs. They grow there and then, in a bloody and horrific display, burrow their way out. Disgusting.",
            "instinct": "To infect",
            "moves": [
              "Burrow under flesh",
              "Lay eggs",
              "Burst forth from an infected creature"
            ]
          },
          {
            "name": "Spiderlord",
            "tags": [
              "Solitary",
              "Large",
              "Devious",
              "Intelligent"
            ],
            "attack": "Mandibles (d8+4 damage)",
            "hp": 16,
            "armor": 3,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "Even spiders have their gods, whispered to in webs with little praying arms.",
            "instinct": "To weave webs (literal and metaphorical)",
            "moves": [
              "Enmesh in webbing",
              "Put a plot into motion"
            ]
          },
          {
            "name": "Troglodyte",
            "tags": [
              "Group",
              "Organized"
            ],
            "attack": "Club (d8 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "Long-forgotten, our last remaining ancestors dwell in caves in the wild parts of the world. Driven away by our cities and villages, our iron swords and our fire, these ape-men eat their meat raw with sharp-nailed hands and jagged teeth. They strike out at frontier villages wielding clubs and in overwhelming numbers to seize cattle, tools, and poor prisoners to drag into the hills. Known for their viciousness and their stink, they're an old and dying race we'd all sooner forget existed.",
            "instinct": "To prey on civilization",
            "moves": [
              "Raid and retreat",
              "Use scavenged weapons or magic"
            ]
          }
        ]
      },
      "lower-depths": {
        "label": "The Lower Depths",
        "color": "#d4ac0d",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 13,
        "items": [
          {
            "name": "Aboleth",
            "tags": [
              "Group",
              "Huge",
              "Intelligent"
            ],
            "attack": "Tentacle (d10+3 damage)",
            "hp": 18,
            "armor": 0,
            "range": [
              "Reach"
            ],
            "special_qualities": [
              "Telepathy"
            ],
            "description": "Deep below the surface of the world, in freshwater seas untouched by the sun, dwell the aboleth. Fish the size of whales, with strange growths of gelatinous feelers used to probe the lightless shores. They're served by slaves: blind albino victims of any race unfortunate enough to stumble on them, drained of thought and life by the powers of the aboleth's alien mind. In the depths they plot against each other, fishy cultists building and digging upward towards the surface until someday, they'll breach it. For now, they sleep and dream and guide their pallid minions to do their bidding.",
            "instinct": "To command",
            "moves": [
              "Invade a mind",
              "Turn minions on them",
              "Put a plan in motion"
            ]
          },
          {
            "name": "Apocalypse Dragon",
            "tags": [
              "Solitary",
              "Huge",
              "Magical",
              "Divine"
            ],
            "attack": "Bite (b[2d12]+9 damage, 4 piercing)",
            "hp": 26,
            "armor": 5,
            "range": [
              "Reach",
              "Forceful",
              "Messy"
            ],
            "special_qualities": [
              "Inch-thick metal hide",
              "Supernatural knowledge",
              "Wings"
            ],
            "description": "The end of all things shall be a burning—of tree and earth and of the air itself. It shall come upon the plains and mountains not from beyond this world but from within it. Birthed from the womb of deepest earth shall come the Dragon that Will End the World. In its passing all will become ash and bile and the Dungeon World a dying thing will drift through planar space devoid of life. They say to worship the Apocalypse Dragon is to invite madness. They say to love it is to know oblivion. The awakening is coming.",
            "instinct": "To end the world",
            "moves": [
              "Set a disaster in motion",
              "Breathe forth the elements",
              "Act with perfect foresight"
            ]
          },
          {
            "name": "Chaos Spawn",
            "tags": [
              "Solitary",
              "Amorphous"
            ],
            "attack": "Chaotic touch (d10 damage)",
            "hp": 19,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Chaos form"
            ],
            "description": "Driven from the city, a cultist finds sanctuary in towns and villages. Discovered there, he flees to the hills and scratches his devotion on the cave walls. Found out again, he is chased with knife and torch into the depths, crawling deeper and deeper until, in the deepest places, he loses his way. First, he forgets his name. Then he forgets his shape. His chaos gods, most beloved, bless him with a new one.",
            "instinct": "To undermine the established order",
            "moves": [
              "Rewrite reality",
              "Unleash chaos from containment"
            ]
          },
          {
            "name": "Chuul",
            "tags": [
              "Group",
              "Large",
              "Cautious"
            ],
            "attack": "Claws (d8+1 damage, 3 piercing)",
            "hp": 10,
            "armor": 4,
            "range": [
              "Close",
              "Reach",
              "Messy"
            ],
            "special_qualities": [
              "Amphibious"
            ],
            "description": "Your worst seafood nightmare come to life. A vicious sort of half-man half-crawdad, cursed with primal intelligence and blessed with a pair of razor-sharp claws. Strange things lurk in the stinking pools in caverns best forgotten and the chuul is one of them.",
            "instinct": "To split",
            "moves": [
              "Split something in two with mighty claws",
              "Retreat into water"
            ]
          },
          {
            "name": "Deep Elf Assassin",
            "tags": [
              "Group",
              "Intelligent",
              "Organized"
            ],
            "attack": "Poisoned blade (d8 damage, 1 piercing)",
            "hp": 6,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "It was not so simple a thing as a war over religion or territory. No disagreement of queens led to the great sundering of the elves. It was sadness. Some, then, chose to separate themselves from the world; wracked with tears they turned their backs on men and dwarves. There were others, though, that were overcome with something new. A feeling no elf had felt before. Spite. Some still remain after the great exodus below, hiding amongst us with spider-poisoned blades, meting out that strangest of punishments: elven vengeance.",
            "instinct": "To spite the surface races",
            "moves": [
              "Poison them",
              "Unleash an ancient spell",
              "Call reinforcements"
            ]
          },
          {
            "name": "Deep Elf Swordmaster",
            "tags": [
              "Group",
              "Intelligent",
              "Organized"
            ],
            "attack": "Barbed blade (b[2d8]+2 damage, 1 piercing)",
            "hp": 6,
            "armor": 2,
            "range": [
              "Close"
            ],
            "description": "The deep elves lost the sweetness and gentle peace of their bright cousins ages ago, but they did not abandon grace. Barbed blades and whips replace the shining pennant-spears of elven battles on the surface. The swordmasters of the deep elf clans do not merely seek to kill, but to punish with every stroke of their blades.",
            "instinct": "To punish unbelievers",
            "moves": [
              "Inflict pain beyond measure",
              "Use the dark to advantage"
            ]
          },
          {
            "name": "Deep Elf Priest",
            "tags": [
              "Solitary",
              "Divine",
              "Intelligent",
              "Organized"
            ],
            "attack": "Smite (d10+2 damage)",
            "hp": 14,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Divine connection"
            ],
            "description": "The spirits of the trees and the lady sunlight are far, far from home in the depths where the deep elves dwell. New gods were found there, waiting for their children to come home. The deep elves, ever attuned to the world around them, listened with hateful intent to their new gods and found a new source of power.",
            "instinct": "To pass on divine vengeance",
            "moves": [
              "Weave spells of hatred and malice",
              "Rally the deep elves",
              "Pass on divine knowledge"
            ]
          },
          {
            "name": "Dragon",
            "tags": [
              "Solitary",
              "Huge",
              "Terrifying",
              "Cautious",
              "Hoarder"
            ],
            "attack": "Bite (b[2d12]+5 damage, 4 piercing)",
            "hp": 16,
            "armor": 5,
            "range": [
              "Reach",
              "Messy"
            ],
            "special_qualities": [
              "Elemental blood",
              "Wings"
            ],
            "description": "They are the greatest and most terrible things this world will ever have to offer.",
            "instinct": "To rule",
            "moves": [
              "Bend an element to its will",
              "Demand tribute",
              "Act with disdain"
            ]
          },
          {
            "name": "Gray Render",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Rending claws (d10+3 damage, 3 piercing)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "description": "On its own, the render is a force of utter destruction. Huge and leathery, with a maw of unbreakable teeth and claws to match, the render seems to enjoy little more than tearing things apart. However, the gray render is so rarely found alone. They bond with other creatures and a gray render will follow their bonded master wherever they go, bringing them offerings of meat and protecting them while they sleep. Finding an un-bonded render means certain riches, if you survive to sell it.",
            "instinct": "To serve",
            "moves": [
              "Tear something apart"
            ]
          },
          {
            "name": "Magmin",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized",
              "Hoarder"
            ],
            "attack": "Flaming hammer (d6+2 damage)",
            "hp": 7,
            "armor": 4,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Fiery blood"
            ],
            "description": "Dwarf-shaped and industrious, the magmin are among the deepest-dwellers of Dungeon World. Found in cities of brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft—especially that of fire and magical items related to it. Surly and strange, they do not often deign to speak to petitioners who appear at their gates. Even so, they respect little more than a finely made item and to learn to forge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths.",
            "instinct": "To craft",
            "moves": [
              "Offer a trade or deal",
              "Strike with fire or magic",
              "Provide just the right item, at a price"
            ]
          },
          {
            "name": "Minotaur",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Axe (d10+1 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Unerring sense of direction"
            ],
            "description": "Head of a man, body of a bull. No, wait, I've got that backwards. It's the bull's head and the man's body. Hooves sometimes? Is that right? I remember the old king said something about a maze?",
            "instinct": "To contain",
            "moves": [
              "Confuse them",
              "Make them lost"
            ]
          },
          {
            "name": "Naga",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized",
              "Hoarder",
              "Magical"
            ],
            "attack": "Bite (d10 damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "Ambitious and territorial above nearly all else, the naga are very rarely found without a well-formed and insidious cult of followers. At the core of it all lies a naga: an old race now fallen into obscurity, still preening with the head of a man over its coiled, serpent body. Variations of these creatures exist depending on their bloodline and original purpose, but they are all master manipulators and magical forces to be reckoned with.",
            "instinct": "To lead",
            "moves": [
              "Send a follower to their death",
              "Use old magic",
              "Offer a deal or bargain"
            ]
          },
          {
            "name": "Salamander",
            "tags": [
              "Horde",
              "Large",
              "Intelligent",
              "Organized",
              "Planar"
            ],
            "attack": "Flaming spear (b[2d6]+3 damage)",
            "hp": 7,
            "armor": 3,
            "range": [
              "Close",
              "Reach",
              "Near"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "Men with red and orange skin, tall as an ogre but with a snake's tail where their legs ought to be, clothed in black glass armor, speaking a tongue that sounds like grease in a fire—creatures summoned through gates of black basalt stone carved with molten runes.",
            "instinct": "To consume in flame",
            "moves": [
              "Summon elemental fire",
              "Melt away deception"
            ]
          }
        ]
      },
      "twisted-experiments": {
        "label": "Twisted Experiments",
        "color": "#8e44ad",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 15,
        "items": [
          {
            "name": "Bulette",
            "tags": [
              "Solitary",
              "Huge",
              "Construct"
            ],
            "attack": "Bite (d10+5 damage, 3 piercing)",
            "hp": 20,
            "armor": 3,
            "range": [
              "Close",
              "Forceful"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "A seasoned caravan guard learns to listen for the calls of a scout or sentry with a keen ear. One alarm from the scouts that always, always means it's time to pack up, whip your horse and run for the hills? 'LAND SHARK!'",
            "instinct": "To devour",
            "moves": [
              "Drag prey into rough tunnels",
              "Burst from the earth",
              "Swallow whole"
            ]
          },
          {
            "name": "Chimera",
            "tags": [
              "Solitary",
              "Large",
              "Construct"
            ],
            "attack": "Bite (d10+1 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Reach"
            ],
            "description": "Well-known and categorized, the chimera is a perfected creature. Two parts lioness, one part serpent, head of a she-goat, and all the vicious magic one can muster. Used as a guardian, an assassin or merely an instrument of chaos unchained, it matters little. The chimera is the worst sort of abomination: an intentional affront to all natural life.",
            "instinct": "To do as commanded",
            "moves": [
              "Belch forth flame",
              "Run them over",
              "Poison them"
            ]
          },
          {
            "name": "Derro",
            "tags": [
              "Horde",
              "Devious",
              "Intelligent",
              "Organized"
            ],
            "attack": "Pickaxe (d6 damage)",
            "hp": 3,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Telepathy"
            ],
            "description": "It's typical to think that all the malignant arcane monsters made in this world are birthed by wizards, sorcerers, and their ilk. These ones, the derro, are the mistakes of a long-forgotten dwarven alchemist. Twisted and hateful, the derro can be spotted by their swollen skulls, brain-matter grown too large. They do not speak except in thoughts to one another and plot in the silent dark to extract sweetest revenge—that of the created on the creator.",
            "instinct": "To replace dwarves",
            "moves": [
              "Fill a mind with foreign thoughts",
              "Take control of a beast's mind"
            ]
          },
          {
            "name": "Digester",
            "tags": [
              "Solitary",
              "Large",
              "Construct"
            ],
            "attack": "Acid (d10+1 damage, ignores armor)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Digest acid secretion"
            ],
            "description": "Magical experimentation is a messy science. For every beautiful pegasus there's a half-done creature that wasn't quite right. Point the Digester at it and all your troubles drain away.",
            "instinct": "To digest",
            "moves": [
              "Eat away at something",
              "Draw sustenance"
            ]
          },
          {
            "name": "Ethereal Filcher",
            "tags": [
              "Solitary",
              "Devious",
              "Planar"
            ],
            "attack": "Stolen dagger (w[2d8] damage)",
            "hp": 12,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "Things go missing. A sock, a silver spoon, your dead mother's bones. We blame the maid, or bad luck. We never see the real cause: the spidery thing with human hands and eyes as blue as the deep Ethereal plane from whence the creature comes, nesting astral silver webbing and stolen objects arranged in some mad pattern.",
            "instinct": "To steal",
            "moves": [
              "Take something important to its planar lair",
              "Retreat to the Ethereal plane",
              "Use an item from its lair"
            ]
          },
          {
            "name": "Ettin",
            "tags": [
              "Solitary",
              "Large",
              "Construct"
            ],
            "attack": "Club (d10+3 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Two heads"
            ],
            "description": "What could possibly be better than an idiotic angry hill giant? One with two heads. Fantastic idea, really. Grade A stuff.",
            "instinct": "To smash",
            "moves": [
              "Attack two enemies at once",
              "Defend its creator"
            ]
          },
          {
            "name": "Girallon",
            "tags": [
              "Solitary",
              "Huge"
            ],
            "attack": "Rending hands (d10+5 damage)",
            "hp": 20,
            "armor": 1,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Many arms"
            ],
            "description": "The pounding of the jungle drums calls to it. The slab of meat on the sacrificial stone to lure in the great ape. Girallon, they call it—taller than a building, some say, cloaked in ivory fur with tusks as long as scimitars.",
            "instinct": "To rule",
            "moves": [
              "Answer the call of sacrifice",
              "Drive them from the jungle",
              "Throw someone"
            ]
          },
          {
            "name": "Iron Golem",
            "tags": [
              "Group",
              "Large",
              "Construct"
            ],
            "attack": "Metal fists (d8+5 damage)",
            "hp": 10,
            "armor": 3,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Metal"
            ],
            "description": "A staple of the enchanter's art. Iron is a misnomer, though—these guardians are crafted of any metal, really: steel, copper, or even gold. Unceasing watchdog, stalwart defender, the iron golem lives to serve, following its orders eternally.",
            "instinct": "To serve",
            "moves": [
              "Follow orders implacably",
              "Use a special tool or adaptation, built-in"
            ]
          },
          {
            "name": "Flesh Golem",
            "tags": [
              "Horde"
            ],
            "attack": "Miscellaneous Claws and Teeth (d6+2 damage)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Close",
              "Forceful"
            ],
            "special_qualities": [
              "Many body parts"
            ],
            "description": "Stolen bits and pieces in the night. Graveyards stealthily uprooted and maybe tonight an arm, a leg, another head (the last one came apart too soon). Even the humblest hedge-enchanter can make do with what he can.",
            "instinct": "To live",
            "moves": [
              "Follow orders",
              "Detach a body part"
            ]
          },
          {
            "name": "Kraken",
            "tags": [
              "Solitary",
              "Huge"
            ],
            "attack": "Giant tentacles (d10+5 damage)",
            "hp": 20,
            "armor": 2,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Aquatic"
            ],
            "description": "The Hungerer in the Deep—a mighty squid with tentacles thicker 'round than a barrel and eyes the size of the full moon. Smart, too. Knows just when to strike—when you're all too drunk or too tired or run out of clean water, that's when he gets you.",
            "instinct": "To rule the ocean",
            "moves": [
              "Drag a person or ship to a watery grave",
              "Wrap them in tentacles"
            ]
          },
          {
            "name": "Manticore",
            "tags": [
              "Solitary",
              "Large",
              "Construct"
            ],
            "attack": "Stinger (d10+1 damage, 1 piercing)",
            "hp": 16,
            "armor": 3,
            "range": [
              "Close",
              "Reach",
              "Messy"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "If the chimera is the first step down a dark path, the manticore is a door that can't be closed once it's been opened. A lion, a scorpion, the wings of a drake, and the hissing hateful face of a human married to the creature with twisted magic. All sense of who they are is lost, but the beast is born from human suffering.",
            "instinct": "To kill",
            "moves": [
              "Poison them",
              "Rip something apart"
            ]
          },
          {
            "name": "Owlbear",
            "tags": [
              "Solitary",
              "Construct"
            ],
            "attack": "Claws (d10 damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close"
            ],
            "description": "Body of a bear. Feathers of an owl. Beak, claws, and excellent night vision. What's not to love?",
            "instinct": "To hunt",
            "moves": [
              "Strike from darkness"
            ]
          },
          {
            "name": "Pegasus",
            "tags": [
              "Group",
              "Construct"
            ],
            "attack": "Sharp hooves (d8 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "A fine white horse with the wings of a swan. The elves work miracles, in their own way. They breed true—that's the purity of elf-magic at work. Hatching from little crystal eggs and bonded with their riders for life.",
            "instinct": "To carry aloft",
            "moves": [
              "Carry a rider into the air",
              "Give their rider an advantage"
            ]
          },
          {
            "name": "Rust Monster",
            "tags": [
              "Group",
              "Construct"
            ],
            "attack": "Corrosive touch (d8 damage, ignores armor)",
            "hp": 6,
            "armor": 3,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Corrosive touch"
            ],
            "description": "Something like a reddish cricket. Blind, feeling their way around with long moth-looking tendrils. Sift through piles of metal for the choicest bits—their merest touch turns it all to rusted flakes.",
            "instinct": "To decay",
            "moves": [
              "Turn metal to rust",
              "Gain strength from consuming metal"
            ]
          },
          {
            "name": "Xorn",
            "tags": [
              "Solitary",
              "Large",
              "Construct"
            ],
            "attack": "Maw (d10 damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Burrowing"
            ],
            "description": "Dwarf-made elemental garbage muncher. Shaped like a trash bin with a radius of arms to feed excess rock and stone into its gaping maw. They eat stone and excrete light and heat. Perfect for operating a mine, until one gets lost in the sewers below a city.",
            "instinct": "To eat",
            "moves": [
              "Consume stone",
              "Give off a burst of light and heat"
            ]
          }
        ]
      },
      "folk-of-the-realm": {
        "label": "Folk of the Realm",
        "color": "#2980b9",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 18,
        "items": [
          {
            "name": "Acolyte",
            "tags": [],
            "description": "Can't all be the High Priest, they said. Can't all wield the White Spire, they said. Scrub the floor, they told me. The Cthonic Overgod don't want a messy floor, do he? They said it'd be enlightenment and magic. Feh. It's bruised knees and dishpan hands. If only I'd been a cleric, instead.",
            "instinct": "To serve dutifully",
            "moves": [
              "Follow dogma",
              "Offer eternal reward for mortal deeds"
            ]
          },
          {
            "name": "Adventurer",
            "tags": [
              "Horde",
              "Intelligent"
            ],
            "attack": "Sword (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Endless enthusiasm"
            ],
            "description": "Scum of the earth, they are. A troupe of armored men and women come sauntering into town, brandishing enough magical and mundane power to level the whole place, bringing with them bags and bags of loot, still dripping blood from whatever poor sod they had to kill to get it. Dangerous, unpredictable murder-hobos.",
            "instinct": "To adventure or die trying",
            "moves": [
              "Go on a fool's errand",
              "Act impulsively",
              "Share tales of past exploits"
            ]
          },
          {
            "name": "Bandit",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Dirk (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "Desperation is the watchword of banditry. When times are tough, what else is there to do but scavenge a weapon and take up with a clan of nasty men and women? Highway robbery, poaching, scams and cons and murder most foul but we've all got to eat so who can blame them?",
            "instinct": "To rob",
            "moves": [
              "Steal something",
              "Demand tribute"
            ]
          },
          {
            "name": "Bandit King",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized"
            ],
            "attack": "Trusty knife (b[2d10] damage)",
            "hp": 12,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "Better to rule in hell than serve in heaven.",
            "instinct": "To lead",
            "moves": [
              "Make a demand",
              "Extort",
              "Topple power"
            ]
          },
          {
            "name": "Fool",
            "tags": [],
            "description": "There's not but one person in all the King's court allowed to speak the truth. The real, straight-and-honest truth about anything. The fool couches it all in bells and prancing and chalky face-paint, but who else gets to tell the King what's what?",
            "instinct": "To mock",
            "moves": [
              "Expose injustice",
              "Play a trick"
            ]
          },
          {
            "name": "Guardsman",
            "tags": [
              "Group",
              "Intelligent",
              "Organized"
            ],
            "attack": "Spear (d8 damage)",
            "hp": 6,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "Noble protector or merely drunken lout, it often makes no difference to these sorts. Falling shy of a noble knight, the proud town guard is an ancient profession nonetheless. Someone has to be there to keep an eye on the gate when the Black Riders have been spotted in the woods.",
            "instinct": "To do as ordered",
            "moves": [
              "Uphold the law",
              "Make a profit"
            ]
          },
          {
            "name": "Halfling Thief",
            "tags": [
              "Solitary",
              "Small",
              "Intelligent",
              "Stealthy",
              "Devious"
            ],
            "attack": "Dagger (w[2d8] damage)",
            "hp": 12,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "It would be foolish to draw conclusions about folks just because they happen to be good at one thing or another. Perhaps the softer, sweeter type of Halfling stays home in the grassy hills, and the ones you find in the slums and taverns of the mannish world are there to cut your purse for calling them 'halfling' in the first place.",
            "instinct": "To live a life of stolen luxury",
            "moves": [
              "Steal",
              "Put on the appearance of friendship"
            ]
          },
          {
            "name": "Hedge Wizard",
            "tags": [
              "Magical"
            ],
            "description": "Not all those who wield the arcane arts are adventuring wizards. Nor necromancers in mausoleums or sorcerers of ancient bloodline. Some are just old men and women, smart enough to have discovered a trick or two. If you've a curse to break or a love to prove, might be that a hedge wizard will help you, if you can find his rotten hut in the swamp and pay the price he asks.",
            "instinct": "To learn",
            "moves": [
              "Cast almost the right spell (for a price)",
              "Make deals beyond their ken"
            ]
          },
          {
            "name": "High Priest",
            "tags": [],
            "description": "Respected by all who gaze upon them, the high priests and abbesses of Dungeon World are treated with a sort of reverence. They know a thing or two that you and I won't ever know. The gods speak to them as a hawker-of-wares might speak to us in the marketplace.",
            "instinct": "To lead",
            "moves": [
              "Set down divine law",
              "Reveal divine secrets",
              "Commission divine undertakings"
            ]
          },
          {
            "name": "Hunter",
            "tags": [
              "Group",
              "Intelligent"
            ],
            "attack": "Ragged bow (d6 damage)",
            "hp": 6,
            "armor": 1,
            "range": [
              "Near",
              "Far"
            ],
            "description": "The wilds are home to more than just beasts of horn and scale. There are men and women out there, too—those who smell blood on the wind and stalk the plains in the skins of their prey. Solemn, somber and quiet, they find a sort of peace in the wild.",
            "instinct": "To survive",
            "moves": [
              "Bring back news from the wilds",
              "Slay a beast"
            ]
          },
          {
            "name": "Knight",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized",
              "Cautious"
            ],
            "attack": "Sword (b[2d10] damage)",
            "hp": 12,
            "armor": 4,
            "range": [
              "Close"
            ],
            "description": "What youngster doesn't cling to the rail at the mighty joust, blinded by the sun on their glittering armor, wishing they could be the one adorned in steel? A knight is many things—a holy warrior, a sworn sword, a villain sometimes, too—but a knight cannot help but be a symbol to all who see her.",
            "instinct": "To live by a code",
            "moves": [
              "Make a moral stand",
              "Lead soldiers into battle"
            ]
          },
          {
            "name": "Merchant",
            "tags": [],
            "description": "Ten foot poles. Get your ten foot poles, here. Torches, bright and hot. Mules, too—stubborn but immaculately bred. Need a linen sack, do you? Right over here! Come and get your ten foot poles!",
            "instinct": "To profit",
            "moves": [
              "Propose a business venture",
              "Offer a \"deal\""
            ]
          },
          {
            "name": "Noble",
            "tags": [],
            "description": "Are they granted their place by the gods, perhaps? The peasant bends his knee and scrapes and toils and the noble wears the finery of his place and, they say, we all have our burdens to bear. Seems to me that some of us have burdens of stone and some carry their weight in gold.",
            "instinct": "To rule",
            "moves": [
              "Issue an order",
              "Offer a reward"
            ]
          },
          {
            "name": "Peasant",
            "tags": [],
            "description": "Covered in muck, downtrodden at the bottom of the great chain of being, we all stand on the backs of those who grow our food on their farms. Some peasants do better than others, but none will ever see a coin of gold in their day. They'll dream at night of how someday, somehow, they'll fight a dragon and save a princess.",
            "instinct": "To get by",
            "moves": [
              "Plead for help",
              "Offer a simple reward and gratitude"
            ]
          },
          {
            "name": "Rebel",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Axe (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "In the countryside they'd be called outlaw and driven off or killed. The city, though, is full of places to hide. Like rats, they gnaw away at order, either to supplant it anew or just erode the whole thing. Disguise, a knife in the dark or a thrown torch at the right moment are all tools of the rebel.",
            "instinct": "To upset order",
            "moves": [
              "Die for a cause",
              "Inspire others"
            ]
          },
          {
            "name": "Soldier",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Spear (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "For a commoner with a strong arm, sometimes it's this or be a bandit. It's wear the colors and don ill-fitting armor and march into the unknown with a thousand other scared men and women conscripted to fight the wars of our time.",
            "instinct": "To fight",
            "moves": [
              "March into battle",
              "Fight as one"
            ]
          },
          {
            "name": "Spy",
            "tags": [],
            "description": "Beloved of kings but never truly trusted. Mysterious, secretive and alluring, the life of a spy is, if you ask a commoner, full of romance and intrigue. A spy can be your best friend, your lover or that old man you see in the market every day. One never knows.",
            "instinct": "To infiltrate",
            "moves": [
              "Report the truth",
              "Double cross"
            ]
          },
          {
            "name": "Tinkerer",
            "tags": [],
            "description": "It's said that if you see a tinker on the road and you don't offer him a swig of ale or some of your food that he'll leave a curse of bad luck behind. These strange folk often travel the roads between towns with their oddment carts and favorite mules. If you're kind, maybe they'll sell you a rose that never wilts or a clock that chimes with the sound of faerie laughter.",
            "instinct": "To create",
            "moves": [
              "Offer an oddity at a price",
              "Spin tales of great danger and reward in far-off lands"
            ]
          }
        ]
      },
      "ravenous-hordes": {
        "label": "Ravenous Hordes",
        "color": "#e67e22",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 19,
        "items": [
          {
            "name": "Formian Drone",
            "tags": [
              "Horde",
              "Organized",
              "Cautious"
            ],
            "attack": "Bite (d6 damage)",
            "hp": 7,
            "armor": 4,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Hive connection",
              "Insectoid"
            ],
            "description": "With good cause, they say that these creatures (like all insects, really) are claimed by the powers of Law. They are order made flesh—a perfectly stratified society in which every larva, hatchling and adult knows its place in the great hive. These particular formians are the bottom caste; they work the hills and honeycombs with single-minded joy that can be known only by such an alien mind.",
            "instinct": "To follow orders",
            "moves": [
              "Raise the alarm",
              "Create value for the hive",
              "Assimilate"
            ]
          },
          {
            "name": "Formian Taskmaster",
            "tags": [
              "Group",
              "Organized",
              "Intelligent"
            ],
            "attack": "Spiked whip (d8 damage)",
            "hp": 6,
            "armor": 3,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Hive connection",
              "Insectoid"
            ],
            "description": "It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. They oversee the vast swarms of worker drones that set to build the mighty caverns and ziggurats that dot the places formians can be found.",
            "instinct": "To command",
            "moves": [
              "Order drones into battle",
              "Set great numbers in motion"
            ]
          },
          {
            "name": "Formian Centurion",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Barbed spear (b[2d6]+2 damage)",
            "hp": 7,
            "armor": 3,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Hive connection",
              "Insectoid",
              "Wings"
            ],
            "description": "Whether in the form of a legionnaire, part of the formian standing army, or as a praetorian guard to the queen, every formian hive contains a great number of these most dangerous insectoids. Born, bred and living for the singular purpose of killing the enemies of their hive, they fight with one mind and a hundred swords.",
            "instinct": "To fight as ordered",
            "moves": [
              "Advance as one",
              "Summon reinforcements",
              "Give a life for the hive"
            ]
          },
          {
            "name": "Formian Queen",
            "tags": [
              "Solitary",
              "Huge",
              "Organized",
              "Intelligent",
              "Hoarder"
            ],
            "attack": "Crushing mandibles (d10+5 damage)",
            "hp": 24,
            "armor": 3,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Hive connection",
              "Insectoid"
            ],
            "description": "At the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To kill one is to set chaos on the hive; without their queen, the rest turn on one another in a mad, blind rage.",
            "instinct": "To spread formians",
            "moves": [
              "Call every formian it spawned",
              "Release a half-formed larval mutation",
              "Organize and issue orders"
            ]
          },
          {
            "name": "Gnoll Tracker",
            "tags": [
              "Group",
              "Organized",
              "Intelligent"
            ],
            "attack": "Bow (d8 damage)",
            "hp": 6,
            "armor": 1,
            "range": [
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Scent-tracker"
            ],
            "description": "Once they scent your blood, you can't escape. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg, well, you'll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive; cracking bones and the screams of the dying lend a sort of succulence to a meal.",
            "instinct": "To prey on weakness",
            "moves": [
              "Doggedly track prey",
              "Strike at a moment of weakness"
            ]
          },
          {
            "name": "Gnoll Emissary",
            "tags": [
              "Solitary",
              "Divine",
              "Intelligent",
              "Organized"
            ],
            "attack": "Ceremonial dagger (d10+2 damage)",
            "hp": 18,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Scent"
            ],
            "description": "Yes, even these mangy hyenas have to make nice sometimes. The emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Every hound has a master with his hand on the chain. This gnoll hears his master's voice. Hears it and obeys.",
            "instinct": "To share divine insight",
            "moves": [
              "Pass on demonic influence",
              "Drive the pack into a fervor"
            ]
          },
          {
            "name": "Gnoll Alpha",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized"
            ],
            "attack": "Sword (b[2d10] damage, 1 piercing)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Scent"
            ],
            "description": "Every pack has its top dog. Bigger, maybe. Often, though, with these lank and filthy mutts, it's not about size or sharp teeth but about cruelty—a willingness to kill your brothers and eat them while the pack watches.",
            "instinct": "To drive the pack",
            "moves": [
              "Demand obedience",
              "Send the pack to hunt"
            ]
          },
          {
            "name": "Orc Bloodwarrior",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Jagged blade (d6+2 damage, 1 piercing)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Close",
              "Messy"
            ],
            "description": "The orcish horde is a savage, bloodthirsty, and hateful collection of tribes. Every able orc, be it man or woman, child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwarrior. Men are trained to fight and kill—orcs are born to it.",
            "instinct": "To fight",
            "moves": [
              "Fight with abandon",
              "Revel in destruction"
            ]
          },
          {
            "name": "Orc Berserker",
            "tags": [
              "Solitary",
              "Large",
              "Divine",
              "Intelligent",
              "Organized"
            ],
            "attack": "Cleaver (d10+5 damage)",
            "hp": 20,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Mutations"
            ],
            "description": "Stained in the unholy ritual of Anointing By The Night's Blood, some warriors of the horde rise to a kind of twisted knighthood, trading their sanity for this honor. The rare berserker that lives more than a few years becomes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle.",
            "instinct": "To rage",
            "moves": [
              "Fly into a frenzy",
              "Unleash chaos"
            ]
          },
          {
            "name": "Orc Breaker",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Hammer (d10+3 damage, ignores armor)",
            "hp": 16,
            "armor": 0,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "description": "Built more like an ogre or a troll, an orc breaker wields a hammer bigger than any man ought to be able to lift. They can't make plate of their own, so maybe it's jealousy that drives these burly things to crush and shatter the armored knights of the civilized lands.",
            "instinct": "To smash",
            "moves": [
              "Destroy armor or protection",
              "Lay low the mighty"
            ]
          },
          {
            "name": "Orc One-Eye",
            "tags": [
              "Group",
              "Divine",
              "Magical",
              "Intelligent",
              "Organized"
            ],
            "attack": "Inflict Wounds (d8+2 damage, ignores armor)",
            "hp": 6,
            "armor": 0,
            "range": [
              "Close",
              "Reach",
              "Near",
              "Far"
            ],
            "special_qualities": [
              "One eye"
            ],
            "description": "In the name of He of Riven Sight and by the First Sacrifice of Elf-Flesh do we invoke the Old Powers. By the Second Sacrifice, I make my claim to what is mine—the dark magic of Night. I call to the runes! I call to the clouded sky!",
            "instinct": "To hate",
            "moves": [
              "Rend flesh with divine magic",
              "Take an eye",
              "Make a sacrifice and grow in power"
            ]
          },
          {
            "name": "Orc Shaman",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized"
            ],
            "attack": "Elemental blast (d10 damage, ignores armor)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Close",
              "Reach",
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Elemental power"
            ],
            "description": "The orcs are as old a race as any. They cast bones in the dirt and called to the gods in the trees and stone as the elves built their first cities. They summon the powers of the world to work, to fight and to protect their people, as they have since the first nights.",
            "instinct": "To strengthen orc-kind",
            "moves": [
              "Give protection of earth",
              "Give power of fire",
              "Give swiftness of water",
              "Give clarity of air"
            ]
          },
          {
            "name": "Orc Slaver",
            "tags": [
              "Horde",
              "Stealthy",
              "Intelligent",
              "Organized"
            ],
            "attack": "Whip (d6 damage)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "Red sails fly in the southern sea—the warfleet of the horde. Orcs down that way have taken to the sea, harassing island towns and stealing away with fishermen and their kin, especially if they can get their hands on elves.",
            "instinct": "To take",
            "moves": [
              "Take a captive",
              "Pin someone under a net",
              "Drug them"
            ]
          },
          {
            "name": "Orc Shadowhunter",
            "tags": [
              "Solitary",
              "Stealthy",
              "Magical",
              "Intelligent"
            ],
            "attack": "Poisoned dagger (d10 damage, 1 piercing)",
            "hp": 10,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Shadow cloak"
            ],
            "description": "Not every attack by orcs is torches and screaming and enslavement. Among those who follow He of Riven Sight, poison and murder-in-the-dark are considered sacred arts. Do not be so distracted by the howling of the berserkers that you don't notice the knife at your back.",
            "instinct": "To kill in darkness",
            "moves": [
              "Poison them",
              "Melt into the shadows",
              "Cloak them in darkness"
            ]
          },
          {
            "name": "Orc Warchief",
            "tags": [
              "Solitary",
              "Intelligent",
              "Organized"
            ],
            "attack": "Iron Sword of Ages (b[2d10]+2 damage)",
            "hp": 16,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "One-Eye blessings",
              "Shaman blessings",
              "Divine protection from mortal harm"
            ],
            "description": "There are chiefs and there are leaders of the tribes among the orcs. There is but one Warchief. One orc in all the horde who stands above the rest, bearing the blessings of the One-Eyes and the Shamans both, bearing the Iron Sword of Ages and carrying the ancient grudge against the civil races on his shoulders.",
            "instinct": "To lead",
            "moves": [
              "Start a war",
              "Make a show of power",
              "Enrage the tribes"
            ]
          },
          {
            "name": "Triton Spy",
            "tags": [
              "Solitary",
              "Stealthy",
              "Intelligent",
              "Organized"
            ],
            "attack": "Trident (w[2d10] damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close",
              "Near"
            ],
            "special_qualities": [
              "Aquatic"
            ],
            "description": "A fishing village caught one in their net, some time ago. Part a man and part some scaly sea creature, it spoke in a broken, spy-learned form of the common tongue before it suffocated in the open air, telling of a coming tide and a triton empire that would rise up and drag the land down into the ocean.",
            "instinct": "To spy on the surface world",
            "moves": [
              "Reveal their secrets",
              "Strike at weakness"
            ]
          },
          {
            "name": "Triton Tidecaller",
            "tags": [
              "Group",
              "Divine",
              "Magical",
              "Intelligent"
            ],
            "attack": "Waves (d8+2 damage, ignores armor)",
            "hp": 6,
            "armor": 2,
            "range": [
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Aquatic",
              "Mutations"
            ],
            "description": "Part priest, part outcast among their kind, the tidecaller speaks with the voice of the deeps, known by their mutations—transparent skin, rows of teeth like a shark, glowing eyes or fingertips. They ride wild hippocampi and cast strange spells that rot through the wooden decks of ships.",
            "instinct": "To bring on The Flood",
            "moves": [
              "Cast a spell of water and destruction",
              "Command beasts of the sea",
              "Reveal divine proclamation"
            ]
          },
          {
            "name": "Triton Sub-Mariner",
            "tags": [
              "Group",
              "Organized",
              "Intelligent"
            ],
            "attack": "Harpoon (b[2d8] damage)",
            "hp": 6,
            "armor": 3,
            "range": [
              "Close",
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Aquatic"
            ],
            "description": "The triton are not a militant race by nature, but this trend begins to change as the tidecallers come to rally their people. Sub-mariners swim in formation, wielding pikes and harpoons and attack the crews of ships that wander too far from port.",
            "instinct": "To wage war",
            "moves": [
              "Lead tritons to battle",
              "Pull them beneath the waves"
            ]
          },
          {
            "name": "Triton Noble",
            "tags": [
              "Group",
              "Organized",
              "Intelligent"
            ],
            "attack": "Trident (d8 damage)",
            "hp": 6,
            "armor": 2,
            "range": [
              "Close",
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Aquatic"
            ],
            "description": "The triton ruling houses were chosen, they say, at the dawn of time, granted lordship over all the races of the sea by some now-forgotten god. In ages past, they were known for their sagacity, but the tidecallers' prophecy is changing that: nobles are expected to be strong, not wise.",
            "instinct": "To lead",
            "moves": [
              "Stir tritons to war",
              "Call reinforcements"
            ]
          }
        ]
      },
      "planar-powers": {
        "label": "Planar Powers",
        "color": "#f39c12",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 14,
        "items": [
          {
            "name": "Angel",
            "tags": [
              "Solitary",
              "Terrifying",
              "Divine",
              "Intelligent",
              "Organized"
            ],
            "attack": "Sword of Flames (b[2d10]+4 damage, ignores armor)",
            "hp": 18,
            "armor": 4,
            "range": [
              "Close",
              "Forceful"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "So was it written that the heavens opened up to Avra'hal and did an angel from the clouds emerge to speak unto her. 'Be not afraid,' it commanded her. 'Go to the villages I have shown you in your dreams and unto them show the word I have written on your soul.' The word the angel wrote upon the soul of Avra'hal was 'kill'.",
            "instinct": "To share divine will",
            "moves": [
              "Deliver visions and prophecy",
              "Stir mortals to action",
              "Expose sin and injustice"
            ]
          },
          {
            "name": "Barbed Devil",
            "tags": [
              "Solitary",
              "Large",
              "Planar",
              "Terrifying"
            ],
            "attack": "Spines (d10+3 damage, 3 piercing)",
            "hp": 16,
            "armor": 3,
            "range": [
              "Close",
              "Reach",
              "Messy"
            ],
            "special_qualities": [
              "Spines"
            ],
            "description": "There are a thousand forms of devil, maybe more. The barbed devil appears only at a site of great violence or when called by a wayward summoner. Covered in sharp quills, this particular demon revels in the spilling of blood, preferably by impaling victims piecemeal or in whole upon its thorns.",
            "instinct": "To rend flesh and spill blood",
            "moves": [
              "Impale someone",
              "Kill indiscriminately"
            ]
          },
          {
            "name": "Chain Devil",
            "tags": [
              "Solitary",
              "Planar"
            ],
            "attack": "Crush (d10 damage, ignores armor)",
            "hp": 12,
            "armor": 3,
            "range": [
              "Close",
              "Reach"
            ],
            "description": "Do you think the phrase 'drag him to hell' means nothing? It is unfortunately literal, in the case of the chain devil. Appearing differently to each victim, this summoned creature has but a single purpose: to wrap its victim up in binding coils and take it away to a place of torment.",
            "instinct": "To capture",
            "moves": [
              "Take a captive",
              "Return to whence it came",
              "Torture with glee"
            ]
          },
          {
            "name": "Concept Elemental",
            "tags": [
              "Solitary",
              "Devious",
              "Planar",
              "Amorphous"
            ],
            "special_qualities": [
              "Ideal form"
            ],
            "description": "The planes are not as literal as our world. Clothed in the elemental chaos are places of stranger stuff than air and water—rivers of time crash upon shores of crystal fear. Sometimes, the spirits of these places can be lured into our world, though they are infinitely more unpredictable and strange than mere fire or earth might be.",
            "instinct": "To perfect its concept",
            "moves": [
              "Demonstrate its concept in its purest form"
            ]
          },
          {
            "name": "Corrupter",
            "tags": [
              "Solitary",
              "Devious",
              "Planar",
              "Hoarder"
            ],
            "attack": "Secret dagger (w[2d8] damage)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Close"
            ],
            "description": "Surely, my good man, you must know why I am here. I've come to give you what you've always wanted, friend. Glory, love, money? Paltry things when you've the vaults of hell to plumb. You have but one thing we desire. Promise it to us, and the world shall be yours for the taking. Trust me.",
            "instinct": "To bargain",
            "moves": [
              "Offer a deal with horrible consequences",
              "Plumb the vaults of hell for a bargaining chip",
              "Make a show of power"
            ]
          },
          {
            "name": "Djinn",
            "tags": [
              "Group",
              "Large",
              "Magical"
            ],
            "attack": "Flame (d8+1 damage, ignores armor)",
            "hp": 14,
            "armor": 4,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Made of flame"
            ],
            "description": "Stop rubbing that lamp, you idiot. It will not grant you wishes. The djinn once dwelt in the true city of Majilis, made of brass by the spirits, with golem servants and human lovers. The djinn still sometimes come to these places, and they are powerful and wicked and proud.",
            "instinct": "To burn eternally",
            "moves": [
              "Grant power for a price",
              "Summon the forces of the City of Brass"
            ]
          },
          {
            "name": "Hell Hound",
            "tags": [
              "Group",
              "Planar",
              "Organized"
            ],
            "attack": "Fiery Bite (d8 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Hide of shadow"
            ],
            "description": "When one reneges on a deal, does not the debtor come for payment? So too with the Powers Below. They only want what is theirs. A howling pack of shadows, flame and jagged bone, driven by the hunting horn. They will not cease, they cannot be evaded.",
            "instinct": "To pursue",
            "moves": [
              "Follow despite all obstacles",
              "Spew fire",
              "Summon the forces of hell on their target"
            ]
          },
          {
            "name": "Imp",
            "tags": [
              "Horde",
              "Planar",
              "Intelligent",
              "Organized"
            ],
            "attack": "Flame gout (d6 damage, ignores armor)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close",
              "Near",
              "Far"
            ],
            "description": "These tiny observer-demons often act as a first-time binding subject by neophyte warlocks. They can be found infesting arcane cabals, drinking potions when no one watches, and chasing pets and servants with tiny pitchforks. A caricature of true demonhood.",
            "instinct": "To harass",
            "moves": [
              "Send information back to hell",
              "Cause mischief"
            ]
          },
          {
            "name": "Inevitable",
            "tags": [
              "Group",
              "Large",
              "Magical",
              "Cautious",
              "Amorphous",
              "Planar"
            ],
            "attack": "Hammer (d10+1 damage)",
            "hp": 21,
            "armor": 5,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Made of Order"
            ],
            "description": "All things come to an end. Reality bleeds from the cut of entropy's knife. At the edge of time itself stand the inevitable. Massive, powerful and seemingly carved from star-stuff themselves, the inevitable intervene only where magic or calamity have undone the skein of fate, guiding things back to the proper order.",
            "instinct": "To preserve order",
            "moves": [
              "End a spell or effect",
              "Enforce a law of nature or man",
              "Give a glimpse of destiny"
            ]
          },
          {
            "name": "Larvae",
            "tags": [
              "Horde",
              "Devious",
              "Planar",
              "Intelligent"
            ],
            "attack": "Slime (w[2d4] damage)",
            "hp": 10,
            "armor": 0,
            "range": [
              "Close"
            ],
            "description": "Those who have seen visions of the Planes Below, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the faces of men and women, crying out for salvation in a nest of flames. Once here, they spread misery and sickness during their mayfly lives before expiring into a slurry of gore.",
            "instinct": "To suffer",
            "moves": [
              "Fill them with despair",
              "Beg for mercy",
              "Draw evil attention"
            ]
          },
          {
            "name": "Nightmare",
            "tags": [
              "Horde",
              "Large",
              "Magical",
              "Terrifying",
              "Planar"
            ],
            "attack": "Trample (d6+1 damage)",
            "hp": 7,
            "armor": 4,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Flame and shadow"
            ],
            "description": "The herd came from a pact made in the days when folk still inhabited the Blasted Steppes. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. Now the fiends of the pit ride on the finest horses ever seen: coats of shining oil and manes of tormented flame.",
            "instinct": "To ride rampant",
            "moves": [
              "Sheath a rider in hellish flame",
              "Drive them away"
            ]
          },
          {
            "name": "Quasit",
            "tags": [
              "Horde",
              "Planar"
            ],
            "attack": "Hellish weaponry (d6 damage)",
            "hp": 7,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Adaptable form"
            ],
            "description": "An imp with some ambition. A quasit is a kind of foot soldier in the demon realm. Commonly bound by warlocks to carry heavy loads or build bridges or guard their twisted towers, a quasit can take on many forms, none of them pleasant.",
            "instinct": "To serve",
            "moves": [
              "Attack with abandon",
              "Inflict pain"
            ]
          },
          {
            "name": "The Tarrasque",
            "tags": [
              "Solitary",
              "Huge",
              "Planar"
            ],
            "special_qualities": [
              "Impervious"
            ],
            "description": "Legendary unstoppable juggernaut—eater of cities and swallower of ships, horses, and knights. It cannot be killed. No blade can pierce its stony shell nor spell penetrate the shield it somehow bears. It slumbers, somewhere in the periphery of the planar edge, for now.",
            "instinct": "To consume",
            "moves": [
              "Swallow a person, group, or place whole",
              "Release a remnant of a long-eaten place from its gullet"
            ]
          },
          {
            "name": "Word Demon",
            "tags": [
              "Solitary",
              "Planar",
              "Magical"
            ],
            "description": "All of mortal magic is just words. Word daemons are called by accident, appear at random and are often short-lived, but come to attend a particular word. Capricious, unpredictable and dangerous, yes—but possibly useful, depending on the word.",
            "instinct": "To further their word",
            "moves": [
              "Cast a spell related to their word",
              "Bring their word into abundance"
            ]
          }
        ]
      },
      "swamp-denizens": {
        "label": "Swamp Denizens",
        "color": "#27ae60",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 20,
        "items": [
          {
            "name": "Bakunawa",
            "tags": [
              "Solitary",
              "Large",
              "Intelligent",
              "Messy",
              "Forceful"
            ],
            "attack": "Bite (d10+3 damage, 1 piercing)",
            "hp": 16,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Amphibious"
            ],
            "description": "Dragon-Turtle's sister is a mighty serpent queen. Ten yards of scales and muscle, they say she wakes with a hunger when the sun disappears from the sky. She is attracted by bright light in the darkness and, like any snake, sneaky. Give the greedy snake your treasures and she might just leave you alone.",
            "instinct": "To devour",
            "moves": [
              "Lure prey with lies and illusions",
              "Lash out at light",
              "Devour"
            ]
          },
          {
            "name": "Basilisk",
            "tags": [
              "Solitary",
              "Hoarder"
            ],
            "attack": "Bite (d10 damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close"
            ],
            "description": "Few have seen a basilisk and lived to tell the tale. Even without its ability to turn your flesh to stone with a gaze, it is a dangerous creature. A bit like a frog, bulbous eyes and six muscled legs built for leaping. A bit like an alligator, with snapping jaws and sawing teeth. Covered in stony scales and very hard to kill.",
            "instinct": "To create new statuary",
            "moves": [
              "Turn flesh to stone with a gaze",
              "Retreat into a maze of stone"
            ]
          },
          {
            "name": "Black Pudding",
            "tags": [
              "Solitary",
              "Amorphous"
            ],
            "attack": "Corrosive touch (d10 damage, ignores armor)",
            "hp": 15,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Amorphous"
            ],
            "description": "How do you kill a pile of goo? A great, squishy pile of goo that also happens to want to dissolve you and slurp you up? That is a good question to which I have no answer.",
            "instinct": "To dissolve",
            "moves": [
              "Eat away metal, flesh, or wood",
              "Ooze into a troubling place: food, armor, stomach"
            ]
          },
          {
            "name": "Coutal",
            "tags": [
              "Solitary",
              "Intelligent",
              "Devious"
            ],
            "attack": "Light ray (d8 damage, ignores armor)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Wings",
              "Halo"
            ],
            "description": "As if in direct defiance of the decay and filth of the world, the gods granted us the coutal—a serpent in flight on jeweled wings, glowing with a soft light. Bright, wise, and calm, a coutal often knows many things and sees many more. They seek to cleanse and to purge and to make of this dark world a better one.",
            "instinct": "To cleanse",
            "moves": [
              "Pass judgment on a person or place",
              "Summon divine forces to cleanse",
              "Offer information in exchange for service"
            ]
          },
          {
            "name": "Crocodilian",
            "tags": [
              "Group",
              "Large"
            ],
            "attack": "Bite (d8+3 damage)",
            "hp": 10,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Amphibious",
              "Camouflage"
            ],
            "description": "It's a really, really big crocodile. Seriously. So big.",
            "instinct": "To eat",
            "moves": [
              "Attack an unsuspecting victim",
              "Escape into the water",
              "Hold something tight in its jaws"
            ]
          },
          {
            "name": "Doppelgänger",
            "tags": [
              "Solitary",
              "Devious",
              "Intelligent"
            ],
            "attack": "Dagger (d6 damage)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Shapeshifting"
            ],
            "description": "Their natural form, if you ever see it, is hideous—like a creature who stopped growing part-way, before it decided it was elf or man or dwarf. Without form, without shape to call their own, maybe all they really seek is a place to fit in. If you go out into the world, when you come back home, make sure your friends are who you think they are.",
            "instinct": "To infiltrate",
            "moves": [
              "Assume the shape of a person whose flesh it's tasted",
              "Use another's identity to advantage",
              "Leave someone's reputation shattered"
            ]
          },
          {
            "name": "Dragon Turtle",
            "tags": [
              "Solitary",
              "Huge",
              "Cautious"
            ],
            "attack": "Bite (d10+3 damage)",
            "hp": 20,
            "armor": 4,
            "range": [
              "Reach"
            ],
            "special_qualities": [
              "Shell",
              "Amphibious"
            ],
            "description": "Bakunawa has a brother. Where she is quick to anger and hungry for gold, he is slow and sturdy. A great turtle that lies in the muck and mire for ages as they pass, mud piled upon his back—sometimes trees and shrubs, sometimes a whole misguided clan of goblins building their huts on his shell.",
            "instinct": "To resist change",
            "moves": [
              "Move forward implacably",
              "Bring its full bulk to bear",
              "Destroy structures and buildings"
            ]
          },
          {
            "name": "Dragon Whelp",
            "tags": [
              "Solitary",
              "Small",
              "Intelligent",
              "Cautious",
              "Hoarder"
            ],
            "attack": "Elemental breath (d10+2 damage)",
            "hp": 16,
            "armor": 3,
            "range": [
              "Close",
              "Near"
            ],
            "special_qualities": [
              "Wings",
              "Elemental Blood"
            ],
            "description": "Did you think they were all a mile long? A dragon whelp can still belch up a hellish ball of fire that'll melt your armor shut and drop you screaming into the mud. Their scales are softer than those of their bigger kin, but can still turn aside an arrow or sword not perfectly aimed.",
            "instinct": "To grow in power",
            "moves": [
              "Start a lair, form a base of power",
              "Call on family ties",
              "Demand oaths of servitude"
            ]
          },
          {
            "name": "Ekek",
            "tags": [
              "Horde"
            ],
            "attack": "Talons (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Wing-arms"
            ],
            "description": "Ugly, wrinkled bird-folk. Once, maybe, in some ancient past, they were a race of angelic men from on high, but now they eat rats that they fish from the murk with talon-feet and devour with needle-teeth. They understand the tongues of men and dwarves but speak in little more than gibbering tongues.",
            "instinct": "To lash out",
            "moves": [
              "Attack from the air",
              "Carry out the bidding of a more powerful creature"
            ]
          },
          {
            "name": "Fire Eels",
            "tags": [
              "Horde",
              "Tiny"
            ],
            "attack": "Burning touch (d6-2 damage, ignores armor)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Hand"
            ],
            "special_qualities": [
              "Flammable oil",
              "aquatic"
            ],
            "description": "These strange creatures are no bigger or smarter than their mundane kin, but have an oily secretion that oozes from their skin, and with a twist of their body they can ignite the stuff, leaving pools of burning oil atop the surface of the water and roasting prey and predator alike.",
            "instinct": "To ignite",
            "moves": [
              "Catch someone or something on fire (even underwater)",
              "Consume burning prey"
            ]
          },
          {
            "name": "Frogman",
            "tags": [
              "Horde",
              "Small",
              "Intelligent"
            ],
            "attack": "Spear (d6 damage)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Amphibious"
            ],
            "description": "Croak croak croak. Little warty munchkins. They stand as men, dress in scavenged cloth and hold court in their froggy villages, speaking a rumbling pidgin form of the tongue of man and constantly at war with their neighbors. Greedy and stupid but clever enough when they need to defend themselves.",
            "instinct": "To wage war",
            "moves": [
              "Launch an amphibious assault",
              "Heal at a prodigious rate"
            ]
          },
          {
            "name": "Hydra",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Bite (d10+3 damage)",
            "hp": 16,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Many heads",
              "Only killed by a blow to the heart"
            ],
            "description": "A bit like a dragon, wingless though it may be. Heads, nine in number at birth, spring from a muscled trunk and weave a sinuous pattern in the air. Cut off a head and two more grow in its place. Only a strike, true and strong, to the heart can end a hydra's life.",
            "instinct": "To grow",
            "moves": [
              "Attack many enemies at once",
              "Regenerate a body part (especially a head)"
            ]
          },
          {
            "name": "Kobold",
            "tags": [
              "Horde",
              "Small",
              "Stealthy",
              "Intelligent",
              "Organized"
            ],
            "attack": "Spear (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Dragon connection"
            ],
            "description": "The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and a mighty dragon cannot be far, either.",
            "instinct": "To serve dragons",
            "moves": [
              "Lay a trap",
              "Call on dragons or draconic allies",
              "Retreat and regroup"
            ]
          },
          {
            "name": "Lizardman",
            "tags": [
              "Group",
              "Stealthy",
              "Intelligent",
              "Organized"
            ],
            "attack": "Spear (d8 damage)",
            "hp": 6,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Amphibious"
            ],
            "description": "A traveling sorcerer once told me that lizardmen came before we did—that before elves and dwarves and men built even the first of their wattle huts, a race of proud lizard kings strode the land. Now they dwell in places men long forgot or abandoned, crafting tools from volcano-glass and lashing against the works of the civilized world.",
            "instinct": "To destroy civilization",
            "moves": [
              "Ambush the unsuspecting",
              "Launch an amphibious assault"
            ]
          },
          {
            "name": "Medusa",
            "tags": [
              "Solitary",
              "Devious",
              "Intelligent",
              "Hoarder"
            ],
            "attack": "Claws (d6 damage)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Look turns you to stone"
            ],
            "description": "The medusa are children of a serpent-haired mother, birthing them in ancient times to bear her name across the ages. They dwell near places of civilization, luring folks to their caves with promises of beauty or riches untold, curating strange collections of their victims frozen forever in stone.",
            "instinct": "To collect",
            "moves": [
              "Turn a body part to stone with a look",
              "Draw someone's gaze",
              "Show hidden terrible beauty"
            ]
          },
          {
            "name": "Sahuagin",
            "tags": [
              "Horde",
              "Intelligent"
            ],
            "attack": "Endless teeth (d6+4 damage, 1 piercing)",
            "hp": 3,
            "armor": 2,
            "range": [
              "Close",
              "Forceful",
              "Messy"
            ],
            "special_qualities": [
              "Amphibious"
            ],
            "description": "The shape and craft of men wedded to the hunger and the endless teeth of a shark. Voracious and filled only with hate, these creatures will not stop until all life has been consumed. They are hunger and bloodlust, driven up from the depths of the sea to ravage coastal towns.",
            "instinct": "To spill blood",
            "moves": [
              "Bite off a limb",
              "Hurl a poisoned spear",
              "Frenzy at the sight of blood"
            ]
          },
          {
            "name": "Sauropod",
            "tags": [
              "Group",
              "Huge",
              "Cautious"
            ],
            "attack": "Trample (d10+5 damage)",
            "hp": 18,
            "armor": 4,
            "range": [
              "Reach"
            ],
            "special_qualities": [
              "Armor plated body"
            ],
            "description": "Great lumbering beasts, they live in places long since forgotten by the thinking races of the world. Gentle if unprovoked, but mighty if their ire is raised, they trample smaller creatures with the care we might give to crushing an ant beneath our boots.",
            "instinct": "To endure",
            "moves": [
              "Stampede",
              "Knock something down",
              "Unleash a deafening bellow"
            ]
          },
          {
            "name": "Swamp Shambler",
            "tags": [
              "Solitary",
              "Large",
              "Magical"
            ],
            "attack": "Lash (d10+1 damage)",
            "hp": 23,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Swamp form"
            ],
            "description": "Some elementals are conjured up in sacred circles etched in chalk—a sort of science to it. Others aren't so orderly; some are a natural confluence of vine and mire and fungus. They do not think the way a man might think. They simply are. Spirits of the swamp. Shamblers in the mud.",
            "instinct": "To preserve and create swamps",
            "moves": [
              "Call on the swamp itself for aid",
              "Meld into the swamp",
              "Reassemble into a new form"
            ]
          },
          {
            "name": "Troll",
            "tags": [
              "Solitary",
              "Large"
            ],
            "attack": "Club (d10+3 damage)",
            "hp": 20,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Regeneration"
            ],
            "description": "Tall. Real tall. Covered all over in warty, tough skin. Big teeth, stringy hair like swamp moss and long, dirty nails. Near impossible to kill, unless you've fire or acid to spare—cut a limb off and watch: in a few days, you've got two trolls where you once had one.",
            "instinct": "To smash",
            "moves": [
              "Undo the effects of an attack (unless caused by a weakness, your call)",
              "Hurl something or someone"
            ]
          },
          {
            "name": "Will-o-wisp",
            "tags": [
              "Solitary",
              "Tiny",
              "Magical"
            ],
            "attack": "Ray (w[2d8-2] damage)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Near"
            ],
            "special_qualities": [
              "Body of light"
            ],
            "description": "Spot a lantern floating in the darkness, lost traveler in the swamp. Hope—a beacon of shimmering light. You call out to it, but there's no answer. It begins to fade and so you follow, sloshing through the muck, hoping you're being led to safety. Such a sad tale that always ends in doom.",
            "instinct": "To misguide",
            "moves": [
              "Lead someone astray",
              "Clear a path to the worst place possible"
            ]
          }
        ]
      },
      "undead-legions": {
        "label": "Undead Legions",
        "color": "#1a1a2e",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 18,
        "items": [
          {
            "name": "Abomination",
            "tags": [
              "Solitary",
              "Large",
              "Construct",
              "Terrifying"
            ],
            "attack": "Slam (d10+3 damage)",
            "hp": 20,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Many limbs, heads, and so on"
            ],
            "description": "Corpses sewn onto corpses make up the bulk of these shambling masses of dark magic. Most undead are crafted to be controlled, but not so the abomination—the ritual used to grant fire to their hellish limbs invokes a hatred so severe that it knows but one task: to tear and rend at the very thing it cannot have—life.",
            "instinct": "To end life",
            "moves": [
              "Tear flesh apart",
              "Spill forth putrid guts"
            ]
          },
          {
            "name": "Banshee",
            "tags": [
              "Solitary",
              "Magical",
              "Intelligent"
            ],
            "attack": "Scream (d10 damage)",
            "hp": 16,
            "armor": 0,
            "range": [
              "Near"
            ],
            "special_qualities": [
              "Insubstantial"
            ],
            "description": "Come away from an encounter with one of these vengeful spirits merely deaf and count yourself lucky. A victim of betrayal, the banshee makes known her displeasure with a roar or scream that can putrefy flesh and rend the senses. If you can help her get her vengeance, they say she might grant rewards.",
            "instinct": "To get revenge",
            "moves": [
              "Drown out all other sound with a ceaseless scream",
              "Unleash a skull-splitting noise",
              "Disappear into the mists"
            ]
          },
          {
            "name": "Devourer",
            "tags": [
              "Solitary",
              "Large",
              "Intelligent",
              "Hoarder"
            ],
            "attack": "Smash (d10+3 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "description": "When a particularly wicked person dies in a gruesome way, the dark powers of Dungeon World might bring them back to a kind of life. The devourer does not feed on the flesh of men or elves—the devourer eats souls, drawing breath like a drowning man and swallowing a soul at the moment of a victim's expiry.",
            "instinct": "To feast on souls",
            "moves": [
              "Devour or trap dying soul",
              "Bargain for a soul's return"
            ]
          },
          {
            "name": "Dragonbone",
            "tags": [
              "Solitary",
              "Huge"
            ],
            "attack": "Bite (d10+3 damage, 3 piercing)",
            "hp": 20,
            "armor": 2,
            "range": [
              "Reach",
              "Messy"
            ],
            "description": "Mystical sorcerers debate: is this creature truly undead or is it a golem made of a particularly rare and blasphemous material? The bones, sinews and scales of a dead dragon make up this bleak automaton. It would take a being of some considerable evil to twist the remains of a dragon thus.",
            "instinct": "To serve",
            "moves": [
              "Attack unrelentingly"
            ]
          },
          {
            "name": "Draugr",
            "tags": [
              "Horde",
              "Organized"
            ],
            "attack": "Rusty sword (d6+1 damage)",
            "hp": 7,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Icy touch"
            ],
            "description": "In the Nordemark, the men and women tell tales of a mead hall atop their heavenly mountain where men of valor go after death. Those who fall to poison or in an act of cowardice aren't welcome there. Some come back, frozen and twisted and empowered by jealous rage, and wage their eternal war on the towns of the men they once knew.",
            "instinct": "To take from the living",
            "moves": [
              "Freeze flesh",
              "Call on the unworthy dead"
            ]
          },
          {
            "name": "Ghost",
            "tags": [
              "Solitary",
              "Devious",
              "Terrifying"
            ],
            "attack": "Phantom touch (d6 damage)",
            "hp": 16,
            "armor": 0,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Insubstantial"
            ],
            "description": "Every culture tells the story the same way: you live, you love or you hate, you die somehow you're not too fond of, and here you are, ghostly and full of disappointment. Some brave and kindly folks seek out the dead and help them pass to their rightful rest.",
            "instinct": "To haunt",
            "moves": [
              "Reveal the terrifying nature of death",
              "Haunt a place of importance",
              "Offer information from the other side, at a price"
            ]
          },
          {
            "name": "Ghoul",
            "tags": [
              "Group"
            ],
            "attack": "Talons (d8 damage, 1 piercing)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close",
              "Messy"
            ],
            "description": "Hunger. Hunger hunger hunger. Desperate clinging void-stomach-emptiness hunger. Sharp talons to rend flesh and teeth to tear and crack bones and suck out the soft marrow inside. Peasant or knight, wizard, sage, prince, or priest all make for such delicious meat.",
            "instinct": "To eat",
            "moves": [
              "Gnaw off a body part",
              "Gain the memories of their meal"
            ]
          },
          {
            "name": "Lich",
            "tags": [
              "Solitary",
              "Magical",
              "Intelligent",
              "Cautious",
              "Hoarder",
              "Construct"
            ],
            "attack": "Magical Force (d10+3 damage, ignores armor)",
            "hp": 16,
            "armor": 5,
            "range": [
              "Near",
              "Far"
            ],
            "description": "At the end, they give you a scroll and a jeweled medallion to commemorate your achievements. Grand Master of Abjuration, I was called, then. It took me another ten years to learn the rituals and another four to collect the material and you see before you the fruits of my labor. I endure. I live. I will see the death of this age and the dawn of the next.",
            "instinct": "To un-live",
            "moves": [
              "Cast a perfected spell of death or destruction",
              "Set a ritual or great working into motion",
              "Reveal a preparation or plan already completed"
            ]
          },
          {
            "name": "Mohrg",
            "tags": [
              "Group"
            ],
            "attack": "Bite (d8 damage)",
            "hp": 10,
            "armor": 0,
            "range": [
              "Close"
            ],
            "description": "You never get away with murder. When the gods themselves notice your misdeeds, that's where your luck runs out and a mohrg is born. The mohrg is a skeleton—flesh and skin and hair all rotted away, save their twisted, knotted guts still spilling from their bellies, magically preserved and often wrapped, noose-like, about their necks.",
            "instinct": "To wreak havoc",
            "moves": [
              "Rage",
              "Add to their collection of guts"
            ]
          },
          {
            "name": "Mummy",
            "tags": [
              "Solitary",
              "Divine",
              "Hoarder"
            ],
            "attack": "Smash (d10+2 damage)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "There are cultures who revere the dead, spending weeks preparing the sacred corpse for its eternal rest in temples, pyramids, and great vaults of stone populated with slaves, pets and gold. Do not be tempted by these vaults—the honored dead do not wish to be disturbed, and thievery will only raise their ire.",
            "instinct": "To enjoy eternal rest",
            "moves": [
              "Curse them",
              "Wrap them up",
              "Rise again"
            ]
          },
          {
            "name": "Nightwing",
            "tags": [
              "Horde",
              "Stealthy"
            ],
            "attack": "Rend (d6 damage)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "Empowered by the negative light of Death's domain, nightwings take the shape of massive, shadowy, winged creatures and travel in predatory flocks, swooping down to strip the flesh from cattle, horses and unlucky peasants out past curfew. Watch the night sky for their red eyes.",
            "instinct": "To hunt",
            "moves": [
              "Attack from the night sky",
              "Fly away with prey"
            ]
          },
          {
            "name": "Shadow",
            "tags": [
              "Horde",
              "Large",
              "Magical",
              "Construct"
            ],
            "attack": "Shadow touch (d6+1 damage)",
            "hp": 11,
            "armor": 4,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Shadow Form"
            ],
            "description": "We call to the elements. We call on fire, ever-burning. The elemental we call upon this night knows another name: the element of Night. Shadow, we name you. Death's messenger and black assassin, we claim for our own. Accept our sacrifice and do our bidding 'til the morning come.",
            "instinct": "To darken",
            "moves": [
              "Snuff out light",
              "Spawn another shadow from the dead"
            ]
          },
          {
            "name": "Sigben",
            "tags": [
              "Horde",
              "Large",
              "Construct"
            ],
            "attack": "Tail whip (d6+1 damage)",
            "hp": 11,
            "armor": 2,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Vampire spawn"
            ],
            "description": "Sent by vampires on their two, twisted legs, these ugly things look like the head of a rat or a crocodile, furry though and sharp of tooth, with withered wings they cannot use and long, whipping tails spurred with poison tips. Stupid, vengeful and mischievous.",
            "instinct": "To disturb",
            "moves": [
              "Poison them",
              "Do a vampire's bidding"
            ]
          },
          {
            "name": "Skeleton",
            "tags": [
              "Horde"
            ],
            "attack": "Slam (d6 damage)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "Dem bones, dem bones, dem dry bones.",
            "instinct": "To take the semblance of life",
            "moves": [
              "Act out what it did in life",
              "Snuff out the warmth of life",
              "Reconstruct from miscellaneous bones"
            ]
          },
          {
            "name": "Spectre",
            "tags": [
              "Solitary",
              "Hoarder"
            ],
            "attack": "Withering touch (d10 damage)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Insubstantial"
            ],
            "description": "For some folk, when they pass, Death himself cannot release their grip on the places they love most. They act not out of the usual hunger that drives the undead, but jealousy—jealousy that anyone else might come to love their home as much as they do and drive them out.",
            "instinct": "To drive life from a place",
            "moves": [
              "Turn their haunt against a creature",
              "Bring the environment to life"
            ]
          },
          {
            "name": "Vampire",
            "tags": [
              "Group",
              "Stealthy",
              "Organized",
              "Intelligent"
            ],
            "attack": "Supernatural force (d8+5 damage, 1 piercing)",
            "hp": 10,
            "armor": 2,
            "range": [
              "Close",
              "Forceful"
            ],
            "special_qualities": [
              "Changing form",
              "ancient mind"
            ],
            "description": "We fear them, because they call to us—so much like us, or how we hope to be: beautiful, passionate, and powerful. Every time they feed they run the risk of passing along their torture to another, and in each one lives the twisted seed of its creator. Vampires beget vampires. Suffering begets suffering.",
            "instinct": "To manipulate",
            "moves": [
              "Charm someone",
              "Feed on their blood",
              "Retreat to plan again"
            ]
          },
          {
            "name": "Wight-Wolf",
            "tags": [
              "Horde",
              "Organized",
              "Intelligent"
            ],
            "attack": "Pounce (d6+1 damage, 1 piercing)",
            "hp": 7,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Shadow form"
            ],
            "description": "Like the nightwing, the wight-wolf is a creature not spawned in our world, slipping the seals of the Black Gates of Death to take the shape of massive hounds or shadowy wolves and hunt the living for sport. They travel in packs, led by a mighty alpha, bearing a kind of intelligence unknown to true canines.",
            "instinct": "To hunt",
            "moves": [
              "Encircle prey",
              "Summon the pack"
            ]
          },
          {
            "name": "Zombie",
            "tags": [
              "Horde"
            ],
            "attack": "Bite (d6 damage)",
            "hp": 11,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "When there's no more room in Hell…",
            "instinct": "Braaaaaains",
            "moves": [
              "Attack with overwhelming numbers",
              "Corner them",
              "Gain strength from the dead, spawn more zombies"
            ]
          }
        ]
      },
      "dark-woods": {
        "label": "The Dark Woods",
        "color": "#16a085",
        "displayField": "name",
        "searchFields": [
          "name",
          "description",
          "tags"
        ],
        "tag": {
          "field": "hp",
          "prefix": "HP "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{tags}",
            "HP {hp} · Armor {armor} · {attack}"
          ],
          "description": "description"
        },
        "linkPath": null,
        "count": 18,
        "items": [
          {
            "name": "Assassin Vine",
            "tags": [
              "Solitary",
              "Stealthy",
              "Amorphous"
            ],
            "attack": "Thorns (d10 damage, 1 piercing)",
            "hp": 15,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Messy"
            ],
            "special_qualities": [
              "Plant"
            ],
            "description": "Among the animals there exists a clear division 'tween hunter and hunted. Such a split cuts the world of leaves and flowers in twain, as well. Paths into the deep woods covered in creeping vines, and with a snap, these hungry ropes snap tight, dragging their meaty prey into the underbrush.",
            "instinct": "To grow",
            "moves": [
              "Shoot forth new growth",
              "Attack the unwary"
            ]
          },
          {
            "name": "Blink Dog",
            "tags": [
              "Group",
              "Small",
              "Magical",
              "Organized"
            ],
            "attack": "Bite (d8 damage)",
            "hp": 6,
            "armor": 4,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Illusion"
            ],
            "description": "Now you see it, now you don't. Hounds once owned by a sorcerer lord and imbued with a kind of illusory cloak, they escaped into the woods and began to breed with wolves and wild dogs. Spotted by the glittering silver of their coats and their strange, ululating howls, they have a remarkable talent for being not quite where they appear to be.",
            "instinct": "To hunt",
            "moves": [
              "Give the appearance of being somewhere they're not",
              "Summon the pack",
              "Move with amazing speed"
            ]
          },
          {
            "name": "Centaur",
            "tags": [
              "Horde",
              "Large",
              "Organized",
              "Intelligent"
            ],
            "attack": "Bow (d6+2 damage, 1 piercing)",
            "hp": 11,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Near"
            ],
            "special_qualities": [
              "Half-horse, Half-man"
            ],
            "description": "It will be a gathering of clans unseen in this age. Too long have the men cut the ancient trees for their ships. It will be a cleansing fire from the darkest woods. Raise the red banner of war! Today we strike back against these apes and retake what is ours!",
            "instinct": "To rage",
            "moves": [
              "Overrun them",
              "Fire a perfect bullseye",
              "Move with unrelenting speed"
            ]
          },
          {
            "name": "Chaos Ooze",
            "tags": [
              "Solitary",
              "Planar",
              "Terrifying",
              "Amorphous"
            ],
            "attack": "Warping touch (d10 damage, ignores armor)",
            "hp": 23,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Ooze",
              "Fragments of other planes embedded in it"
            ],
            "description": "The barrier between Dungeon World and the elemental planes is not, as you might hope, a wall of stone—it's much more porous. Bits and pieces of the chaos spill out, squirming and squishing around, warping all it touches into some other, strange form. Chaos begets chaos, and it grows.",
            "instinct": "To change",
            "moves": [
              "Cause a change in appearance or substance",
              "Briefly bridge the planes"
            ]
          },
          {
            "name": "Cockatrice",
            "tags": [
              "Group",
              "Small",
              "Hoarder"
            ],
            "attack": "Beak (d8 damage)",
            "hp": 6,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Stone touch"
            ],
            "description": "A lizard of a sort, with a beak and gray feathers like a chicken. Found in a nest at the foot of a tree, quick to peck at anyone who tries to steal its eggs—and its victims freeze up all frozen, like a dog left out overnight in winter.",
            "instinct": "To defend the nest",
            "moves": [
              "Start a slow transformation to stone"
            ]
          },
          {
            "name": "Dryad",
            "tags": [
              "Solitary",
              "Magical",
              "Intelligent",
              "Devious"
            ],
            "attack": "Crushing vines (w[2d8] damage)",
            "hp": 12,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Plant"
            ],
            "description": "More beautiful by far than any man or woman born in the civil realms. To gaze upon one is to fall in love, deep and punishing. Their love is a primal thing, married to the woods—to a great oak that serves as home and mother and sacred place to them. It's a curse to see one; they'll never love you back.",
            "instinct": "To love nature passionately",
            "moves": [
              "Entice a mortal",
              "Merge into a tree",
              "Turn nature against them"
            ]
          },
          {
            "name": "Eagle Lord",
            "tags": [
              "Group",
              "Large",
              "Organized",
              "Intelligent"
            ],
            "attack": "Talons (b[2d8]+1 damage, 1 piercing)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close",
              "Reach"
            ],
            "special_qualities": [
              "Mighty wings"
            ],
            "description": "Some the size of horses. Bigger, even—the kings and queens of the eagles. The ancient wizards forged a pact with them in the primordial days: men would take the plains and valleys and leave the mountaintops to the eagle lords. Lucky are the elves, for the makers of their treaties yet live.",
            "instinct": "To rule the heights",
            "moves": [
              "Attack from the sky",
              "Pull someone into the air",
              "Call on ancient oaths"
            ]
          },
          {
            "name": "Elvish Warrior",
            "tags": [
              "Horde",
              "Intelligent",
              "Organized"
            ],
            "attack": "Sword (b[2d6] damage)",
            "hp": 3,
            "armor": 2,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Sharp sense"
            ],
            "description": "As with all things they undertake, the elves approach war as an art. A warrior-maiden clad in plate that shone like the winter sky, seeming to glide between the trees the way an angel might, striking out and bathing her blade in blood that steamed in the cold air.",
            "instinct": "To seek perfection",
            "moves": [
              "Strike at a weak point",
              "Set ancient plans in motion",
              "Use the woods to advantage"
            ]
          },
          {
            "name": "Elvish High Arcanist",
            "tags": [
              "Solitary",
              "Magical",
              "Intelligent",
              "Organized"
            ],
            "attack": "Arcane fire (d10 damage, ignores armor)",
            "hp": 12,
            "armor": 0,
            "range": [
              "Near",
              "Far"
            ],
            "special_qualities": [
              "Sharp senses"
            ],
            "description": "True elvish magic isn't like the spells of men. Mannish wizardry is all rotes and formulas; elvish magic requires a fine ear to hear the arcane symphony that sings in the woods and the voice with which to harmonize with what is already resounding. The High Arcanists have become more and less than any elf; the beat of their blood is the throbbing of all magic in this world.",
            "instinct": "To unleash power",
            "moves": [
              "Work the magic that nature demands",
              "Cast forth the elements"
            ]
          },
          {
            "name": "Griffin",
            "tags": [
              "Group",
              "Large",
              "Organized"
            ],
            "attack": "Talons (d8+3 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Wings"
            ],
            "description": "These creatures have the regal haughtiness of a lion and the arrogant bearing of an eagle, tempered with the unshakeable loyalty of both. To earn the friendship of a griffin is to have an ally all your living days. If you're ever lucky enough to meet one, be respectful and deferential above all else.",
            "instinct": "To serve allies",
            "moves": [
              "Judge someone's worthiness",
              "Carry an ally aloft",
              "Strike from above"
            ]
          },
          {
            "name": "Hill Giant",
            "tags": [
              "Group",
              "Huge",
              "Intelligent",
              "Organized"
            ],
            "attack": "Thrown rocks (d8+3 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Reach",
              "Near",
              "Far",
              "Forceful"
            ],
            "description": "Ever seen an ogre before? Bigger than that. Dumber and meaner, too. Hope you like having cows thrown at you.",
            "instinct": "Ruin everything",
            "moves": [
              "Throw something",
              "Do something stupid",
              "Shake the earth"
            ]
          },
          {
            "name": "Ogre",
            "tags": [
              "Group",
              "Large",
              "Intelligent"
            ],
            "attack": "Club (d8+5 damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close",
              "Reach",
              "Forceful"
            ],
            "description": "Somewhere in the not-so-long history of the mannish race there was a divide: one camp built the first city to honor the gods, the others retreated into darkness and grew tall and strong and full of hate. We have forged steel and they match it with their savagery.",
            "instinct": "To return the world to darker days",
            "moves": [
              "Destroy something",
              "Fly into a rage",
              "Take something by force"
            ]
          },
          {
            "name": "Razor Boar",
            "tags": [
              "Solitary"
            ],
            "attack": "Tusks (d10 damage, 3 piercing)",
            "hp": 16,
            "armor": 1,
            "range": [
              "Close",
              "Messy"
            ],
            "description": "The tusks of the razor boar shred metal plate like so much tissue. Voracious, savage and unstoppable, they tower over their mundane kin. A razor boar killed the Drunkard King in a single thrust, so they say.",
            "instinct": "To shred",
            "moves": [
              "Rip them apart",
              "Rend armor and weapons"
            ]
          },
          {
            "name": "Satyr",
            "tags": [
              "Group",
              "Devious",
              "Magical",
              "Hoarder"
            ],
            "attack": "Charge (w[2d8] damage)",
            "hp": 10,
            "armor": 1,
            "range": [
              "Close"
            ],
            "special_qualities": [
              "Enchantment"
            ],
            "description": "One of only a very few creatures found in the old woods that don't outright want to maim, kill, or eat us. They dwell in glades pierced by the sun, dancing on their funny goat-legs to enchanting music. They smile easily and treat our kind with friendliness, so long as you please them—but very few things hold a grudge like the stubborn satyr.",
            "instinct": "To enjoy",
            "moves": [
              "Pull others into revelry through magic",
              "Force gifts upon them",
              "Play jokes with illusions and tricks"
            ]
          },
          {
            "name": "Sprite",
            "tags": [
              "Horde",
              "Tiny",
              "Stealthy",
              "Magical",
              "Devious",
              "Intelligent"
            ],
            "attack": "Dagger (w[2d4] damage)",
            "hp": 3,
            "armor": 0,
            "range": [
              "Hand"
            ],
            "special_qualities": [
              "Wings",
              "Fey Magic"
            ],
            "description": "I'd classify them elementals, except that 'being annoying' isn't an element.",
            "instinct": "To play tricks",
            "moves": [
              "Play a trick to expose someone's true nature",
              "Confuse their senses",
              "Craft an illusion"
            ]
          },
          {
            "name": "Treant",
            "tags": [
              "Group",
              "Huge",
              "Intelligent",
              "Amorphous"
            ],
            "attack": "Walloping branches (d10+5 damage)",
            "hp": 21,
            "armor": 4,
            "range": [
              "Reach",
              "Forceful"
            ],
            "special_qualities": [
              "Wooden"
            ],
            "description": "Old and tall and thick of bark, walk amidst the tree-lined dark. Strong and slow and forest-born, treants anger quick, we warn: if to woods with axe ye go, know the treants be thy foe.",
            "instinct": "To protect nature",
            "moves": [
              "Move with implacable strength",
              "Set down roots",
              "Spread old magic"
            ]
          },
          {
            "name": "Werewolf",
            "tags": [
              "Solitary",
              "Intelligent"
            ],
            "attack": "Bite (d10+2 damage, 1 piercing)",
            "hp": 12,
            "armor": 1,
            "range": [
              "Close",
              "Messy"
            ],
            "special_qualities": [
              "Weak to silver"
            ],
            "description": "Cursed, passed on by a bite to make more of their kind—the sorcerer-kings called it 'lycanthropy' in their day. There is no cure. A werewolf transforms to pass unnoticed as beast or man, hunting like both, dreading what they must ask a loved one to do to end it.",
            "instinct": "To shed the appearance of civilization",
            "moves": [
              "Transform to pass unnoticed as beast or man",
              "Strike from within",
              "Hunt like man and beast"
            ]
          },
          {
            "name": "Worg",
            "tags": [
              "Horde",
              "Organized"
            ],
            "attack": "Bite (d6 damage)",
            "hp": 3,
            "armor": 1,
            "range": [
              "Close"
            ],
            "description": "As horses are to the civil races, so go the worg to the goblins. Mounts, fierce in battle, ridden by only the bravest and most dangerous, are found and bred in the forest primeval to serve the goblins in their wars on men.",
            "instinct": "To serve",
            "moves": [
              "Carry a rider into battle",
              "Give its rider an advantage"
            ]
          }
        ]
      }
    }
  },
  "fate-core": {
    "label": "Fate Core",
    "categories": {
      "skills": {
        "label": "Skills",
        "color": "#2980b9",
        "displayField": "name",
        "searchFields": [
          "name",
          "description"
        ],
        "tag": {
          "field": "actions",
          "format": "actions-bitmask"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{description}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 18,
        "items": [
          {
            "name": "Athletics",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "General level of physical fitness — jumping, running, climbing, swimming.",
            "stunts": [
              {
                "name": "Sprinter",
                "effect": "Move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement."
              },
              {
                "name": "Hardcore Parkour",
                "effect": "+2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment."
              },
              {
                "name": "Dazing Counter",
                "effect": "When you succeed with style on a defend action against an opponent's Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost."
              }
            ]
          },
          {
            "name": "Burglary",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": false
            },
            "description": "Aptitude for stealing things and getting into places that are off-limits.",
            "stunts": [
              {
                "name": "Always a Way Out",
                "effect": "+2 on Burglary rolls made to create an advantage whenever you're trying to escape from a location."
              },
              {
                "name": "Security Specialist",
                "effect": "You don't have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on."
              },
              {
                "name": "Talk the Talk",
                "effect": "You can use Burglary in place of Contacts whenever you're dealing specifically with other thieves and burglars."
              }
            ]
          },
          {
            "name": "Contacts",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Knowing and making connections with people; networking.",
            "stunts": [
              {
                "name": "Ear to the Ground",
                "effect": "Whenever someone initiates a conflict against you in an area where you've built a network of contacts, you use Contacts instead of Notice to determine turn order."
              },
              {
                "name": "Rumormonger",
                "effect": "+2 to create an advantage when you plant vicious rumors about someone else."
              },
              {
                "name": "The Weight of Reputation",
                "effect": "You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you've cultivated for yourself."
              }
            ]
          },
          {
            "name": "Crafts",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": false
            },
            "description": "Working with machinery, for good or ill.",
            "stunts": [
              {
                "name": "Always Making Useful Things",
                "effect": "You don't ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations."
              },
              {
                "name": "Better than New!",
                "effect": "Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect with a free invoke."
              },
              {
                "name": "Surgical Strikes",
                "effect": "When using Crafts in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts."
              }
            ]
          },
          {
            "name": "Deceive",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Lying to and misdirecting people.",
            "stunts": [
              {
                "name": "Lies upon Lies",
                "effect": "+2 to create a Deceive advantage against someone who has believed one of your lies already during this session."
              },
              {
                "name": "Mind Games",
                "effect": "You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack."
              },
              {
                "name": "One Person, Many Faces",
                "effect": "Whenever you meet someone new, you can spend a fate point to declare that you've met that person before under a different identity. Create a situation aspect to represent your cover story."
              }
            ]
          },
          {
            "name": "Drive",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Operating vehicles and things that go fast.",
            "stunts": [
              {
                "name": "Hard to Shake",
                "effect": "+2 to Drive whenever you're pursuing another vehicle in a chase scene."
              },
              {
                "name": "Pedal to the Metal",
                "effect": "Whenever you're engaged in any contest where speed is the primary factor and you tie with your Drive roll, it's considered a success."
              },
              {
                "name": "Ramming Speed!",
                "effect": "When ramming another vehicle, you ignore two shifts of damage."
              }
            ]
          },
          {
            "name": "Empathy",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Knowing and being able to spot changes in a person's mood or bearing.",
            "stunts": [
              {
                "name": "Lie Whisperer",
                "effect": "+2 to all Empathy rolls made to discern or discover lies."
              },
              {
                "name": "Nose for Trouble",
                "effect": "You can use Empathy instead of Notice to determine your turn order in a conflict, provided you've observed or spoken to those involved for at least a few minutes."
              }
            ]
          },
          {
            "name": "Fight",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": true,
              "defend": true
            },
            "description": "All forms of close-quarters combat, both unarmed and using weapons.",
            "stunts": [
              {
                "name": "Heavy Hitter",
                "effect": "When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead."
              },
              {
                "name": "Backup Weapon",
                "effect": "Whenever someone's about to hit you with a Disarmed situation aspect, spend a fate point to declare you have a backup weapon. Your opponent gets a boost instead."
              }
            ]
          },
          {
            "name": "Investigate",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": false
            },
            "description": "Finding things out through concentrated effort and in-depth scrutiny.",
            "stunts": [
              {
                "name": "Attention to Detail",
                "effect": "You can use Investigate instead of Empathy to defend against Deceive attempts."
              },
              {
                "name": "Eavesdropper",
                "effect": "On a successful Investigate roll to create an advantage by eavesdropping, you can discover or create one additional aspect."
              }
            ]
          },
          {
            "name": "Lore",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": false
            },
            "description": "Knowledge and education.",
            "stunts": [
              {
                "name": "I've Read about That!",
                "effect": "Spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action."
              },
              {
                "name": "Shield of Reason",
                "effect": "You can use Lore as a defense against Provoke attempts, provided you can justify overcoming your fear through rational thought."
              },
              {
                "name": "Specialist",
                "effect": "Choose a field of specialization. You get +2 to all Lore rolls relating to that field."
              }
            ]
          },
          {
            "name": "Notice",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Situational awareness and spotting things.",
            "stunts": [
              {
                "name": "Danger Sense",
                "effect": "Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone intends to harm you."
              },
              {
                "name": "Body Language Reader",
                "effect": "You can use Notice in place of Empathy to learn the aspects of a target through observation."
              }
            ]
          },
          {
            "name": "Physique",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Natural physical aptitudes — raw strength and endurance.",
            "special": "Average (+1) or Fair (+2) gives a 3-point stress box. Good (+3) or Great (+4) gives 3-point and 4-point stress boxes. Superb (+5)+ gives an additional mild consequence slot.",
            "stunts": [
              {
                "name": "Grappler",
                "effect": "+2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them."
              },
              {
                "name": "Take the Blow",
                "effect": "You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie."
              },
              {
                "name": "Tough as Nails",
                "effect": "Once per session, at the cost of a fate point, you can reduce the severity of a moderate physical consequence to mild, or erase a mild consequence altogether."
              }
            ]
          },
          {
            "name": "Provoke",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": true,
              "defend": false
            },
            "description": "Getting someone's dander up — eliciting fear, anger, shame.",
            "stunts": [
              {
                "name": "Armor of Fear",
                "effect": "You can use Provoke to defend against Fight attacks, but only until the first time you're dealt stress in a conflict."
              },
              {
                "name": "Provoke Violence",
                "effect": "When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character's next relevant action."
              },
              {
                "name": "Okay, Fine!",
                "effect": "You can use Provoke in place of Empathy to learn a target's aspects, by bullying them until they reveal one. The target defends with Will."
              }
            ]
          },
          {
            "name": "Rapport",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Making positive connections to people; being liked and trusted.",
            "stunts": [
              {
                "name": "Best Foot Forward",
                "effect": "Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation."
              },
              {
                "name": "Demagogue",
                "effect": "+2 to Rapport when you're delivering an inspiring speech in front of a crowd."
              },
              {
                "name": "Popular",
                "effect": "If you're in an area where you're popular and well-liked, you can use Rapport in place of Contacts."
              }
            ]
          },
          {
            "name": "Resources",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": false
            },
            "description": "General level of material wealth and ability to apply it.",
            "stunts": [
              {
                "name": "Money Talks",
                "effect": "You can use Resources instead of Rapport in any situation where ostentatious displays of material wealth might aid your cause."
              },
              {
                "name": "Savvy Investor",
                "effect": "You get an additional free invoke when you create advantages with Resources that describe a monetary return on an investment from a previous session."
              },
              {
                "name": "Trust Fund Baby",
                "effect": "Twice per session, you may take a boost representing a windfall or influx of cash."
              }
            ]
          },
          {
            "name": "Shoot",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": true,
              "defend": false
            },
            "description": "Using ranged weaponry in conflict or against non-resisting targets.",
            "stunts": [
              {
                "name": "Called Shot",
                "effect": "During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target. If you succeed, you place that as a situation aspect in addition to stress."
              },
              {
                "name": "Quick on the Draw",
                "effect": "You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful."
              },
              {
                "name": "Uncanny Accuracy",
                "effect": "Once per conflict, stack an additional free invoke on an advantage you've created to represent the time you take to aim or line up a shot."
              }
            ]
          },
          {
            "name": "Stealth",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "Avoiding detection, both when hiding in place and trying to move about unseen.",
            "stunts": [
              {
                "name": "Face in the Crowd",
                "effect": "+2 to any Stealth roll to blend into a crowd."
              },
              {
                "name": "Slippery Target",
                "effect": "Provided you're in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies at least one zone away."
              }
            ]
          },
          {
            "name": "Will",
            "actions": {
              "overcome": true,
              "createAdvantage": true,
              "attack": false,
              "defend": true
            },
            "description": "General level of mental fortitude.",
            "special": "Average (+1) or Fair (+2) gives a 3-point mental stress box. Good (+3) or Great (+4) gives 3-point and 4-point mental stress boxes. Superb (+5)+ gives an additional mild consequence slot for mental harm.",
            "stunts": [
              {
                "name": "Strength From Determination",
                "effect": "Use Will instead of Physique on any overcome rolls representing feats of strength."
              },
              {
                "name": "Hard Boiled",
                "effect": "You can choose to ignore a mild or moderate consequence for the duration of the scene. At the end of the scene it comes back worse."
              },
              {
                "name": "Indomitable",
                "effect": "+2 to defend against Provoke attacks specifically related to intimidation and fear."
              }
            ]
          }
        ]
      },
      "ladder": {
        "label": "The Ladder",
        "color": "#8e44ad",
        "displayField": "adjective",
        "searchFields": [
          "adjective"
        ],
        "tag": null,
        "cardFields": {
          "title": "adjective",
          "meta": [
            "+{rating}"
          ]
        },
        "linkPath": null,
        "count": 11,
        "items": [
          {
            "rating": 8,
            "adjective": "Legendary"
          },
          {
            "rating": 7,
            "adjective": "Epic"
          },
          {
            "rating": 6,
            "adjective": "Fantastic"
          },
          {
            "rating": 5,
            "adjective": "Superb"
          },
          {
            "rating": 4,
            "adjective": "Great"
          },
          {
            "rating": 3,
            "adjective": "Good"
          },
          {
            "rating": 2,
            "adjective": "Fair"
          },
          {
            "rating": 1,
            "adjective": "Average"
          },
          {
            "rating": 0,
            "adjective": "Mediocre"
          },
          {
            "rating": -1,
            "adjective": "Poor"
          },
          {
            "rating": -2,
            "adjective": "Terrible"
          }
        ]
      }
    }
  },
  "knave": {
    "label": "Knave",
    "categories": {
      "spells": {
        "label": "Spells",
        "color": "#9b59b6",
        "displayField": "name",
        "searchFields": [
          "name",
          "effect"
        ],
        "tag": {
          "field": "roll",
          "prefix": "#"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Spell #{roll}"
          ],
          "description": "effect"
        },
        "linkPath": null,
        "count": 100,
        "items": [
          {
            "roll": 1,
            "name": "Adhere",
            "effect": "Object is covered in extremely sticky slime."
          },
          {
            "roll": 2,
            "name": "Animate Object",
            "effect": "Object obeys your commands as best it can. It can walk 15ft per round."
          },
          {
            "roll": 3,
            "name": "Anthropomorphize",
            "effect": "A touched animal either gains human intelligence or human appearance for L days."
          },
          {
            "roll": 4,
            "name": "Arcane Eye",
            "effect": "You can see through a magical floating eyeball that flies around at your command."
          },
          {
            "roll": 5,
            "name": "Astral Prison",
            "effect": "An object is frozen in time and space within an invulnerable crystal shell."
          },
          {
            "roll": 6,
            "name": "Attract",
            "effect": "L+1 objects are strongly magnetically attracted to each other if they come within 10 feet."
          },
          {
            "roll": 7,
            "name": "Auditory Illusion",
            "effect": "You create illusory sounds that seem to come from a direction of your choice."
          },
          {
            "roll": 8,
            "name": "Babble",
            "effect": "A creature must loudly and clearly repeat everything you think. It is otherwise mute."
          },
          {
            "roll": 9,
            "name": "Beast Form",
            "effect": "You and your possessions transform into a mundane animal."
          },
          {
            "roll": 10,
            "name": "Befuddle",
            "effect": "L creatures of your choice are unable to form new short-term memories for the duration of the spell."
          },
          {
            "roll": 11,
            "name": "Bend Fate",
            "effect": "Roll L+1 d20s. Whenever you must roll a d20 after casting the spell, you must choose and then discard one of the rolled results until they are all gone."
          },
          {
            "roll": 12,
            "name": "Bird Person",
            "effect": "Your arms turn into huge bird wings."
          },
          {
            "roll": 13,
            "name": "Body Swap",
            "effect": "You switch bodies with a creature you touch. If one body dies, the other dies as well."
          },
          {
            "roll": 14,
            "name": "Catherine",
            "effect": "A woman wearing a blue dress appears until end of spell. She will obey polite, safe requests."
          },
          {
            "roll": 15,
            "name": "Charm",
            "effect": "L creatures treat you like a friend."
          },
          {
            "roll": 16,
            "name": "Command",
            "effect": "A creature obeys a single, three-word command that does not harm it."
          },
          {
            "roll": 17,
            "name": "Comprehend",
            "effect": "You become fluent in all languages."
          },
          {
            "roll": 18,
            "name": "Control Plants",
            "effect": "Nearby plants and trees obey you and gain the ability to move at 5 feet per round."
          },
          {
            "roll": 19,
            "name": "Control Weather",
            "effect": "You may alter the type of weather at will, but you do not otherwise control it."
          },
          {
            "roll": 20,
            "name": "Counterspell",
            "effect": "Make an opposed Intelligence save against the Intelligence of the caster of a nearby spell. You may do this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel the spell."
          },
          {
            "roll": 21,
            "name": "Deafen",
            "effect": "All nearby creatures are deafened."
          },
          {
            "roll": 22,
            "name": "Detect Magic",
            "effect": "You hear nearby magical auras singing. Volume and harmony signify the aura's power and refinement."
          },
          {
            "roll": 23,
            "name": "Disassemble",
            "effect": "Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them."
          },
          {
            "roll": 24,
            "name": "Disguise",
            "effect": "You may alter the appearance of L characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny."
          },
          {
            "roll": 25,
            "name": "Displace",
            "effect": "An object appears to be up to Lx10ft from its actual position."
          },
          {
            "roll": 26,
            "name": "Earthquake",
            "effect": "The ground begins shaking violently. Structures may be damaged or collapse."
          },
          {
            "roll": 27,
            "name": "Elasticity",
            "effect": "Your body can stretch up to Lx10ft."
          },
          {
            "roll": 28,
            "name": "Elemental Wall",
            "effect": "A straight wall of ice or fire Lx40ft long and 10ft high rises from the ground."
          },
          {
            "roll": 29,
            "name": "Filch",
            "effect": "L visible items teleport to your hands."
          },
          {
            "roll": 30,
            "name": "Fog Cloud",
            "effect": "Dense fog spreads out from you."
          },
          {
            "roll": 31,
            "name": "Frenzy",
            "effect": "L creatures erupt in a frenzy of violence."
          },
          {
            "roll": 32,
            "name": "Gate",
            "effect": "A portal to a random plane opens."
          },
          {
            "roll": 33,
            "name": "Gravity Shift",
            "effect": "You can change the direction of gravity (for yourself only) up to once per round."
          },
          {
            "roll": 34,
            "name": "Greed",
            "effect": "L creatures develop an overwhelming urge to possess a visible item of your choice."
          },
          {
            "roll": 35,
            "name": "Haste",
            "effect": "Your movement speed is tripled."
          },
          {
            "roll": 36,
            "name": "Hatred",
            "effect": "L creatures develop a deep hatred of another creature or group of creatures and wish to destroy it."
          },
          {
            "roll": 37,
            "name": "Hear Whispers",
            "effect": "You can hear faint sounds clearly."
          },
          {
            "roll": 38,
            "name": "Hover",
            "effect": "An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids."
          },
          {
            "roll": 39,
            "name": "Hypnotize",
            "effect": "A creature enters a trance and will truthfully answer L yes or no questions you ask it."
          },
          {
            "roll": 40,
            "name": "Icy Touch",
            "effect": "A thick ice layer spreads across a touched surface, up to Lx10ft in radius."
          },
          {
            "roll": 41,
            "name": "Illuminate",
            "effect": "A floating light moves as you command."
          },
          {
            "roll": 42,
            "name": "Increase Gravity",
            "effect": "The gravity in an area triples."
          },
          {
            "roll": 43,
            "name": "Invisible Tether",
            "effect": "Two objects within 10ft of each other cannot be moved more than 10ft apart."
          },
          {
            "roll": 44,
            "name": "Knock",
            "effect": "L nearby mundane or magical locks unlock."
          },
          {
            "roll": 45,
            "name": "Leap",
            "effect": "You can jump up to Lx10ft in the air."
          },
          {
            "roll": 46,
            "name": "Liquid Air",
            "effect": "The air around you becomes swimmable."
          },
          {
            "roll": 47,
            "name": "Magic Dampener",
            "effect": "All nearby magical effects have their effectiveness halved."
          },
          {
            "roll": 48,
            "name": "Manse",
            "effect": "A sturdy, furnished cottage appears for Lx12 hours. You can permit and forbid entry to it at will."
          },
          {
            "roll": 49,
            "name": "Marble Madness",
            "effect": "Your pockets are full of marbles, and will refill every round."
          },
          {
            "roll": 50,
            "name": "Masquerade",
            "effect": "L characters' appearances and voices become identical to a touched character."
          },
          {
            "roll": 51,
            "name": "Miniaturize",
            "effect": "You and L other touched creatures are reduced to the size of a mouse."
          },
          {
            "roll": 52,
            "name": "Mirror Image",
            "effect": "L illusory duplicates of yourself appear under your control."
          },
          {
            "roll": 53,
            "name": "Mirrorwalk",
            "effect": "A mirror becomes a gateway to another mirror that you looked into today."
          },
          {
            "roll": 54,
            "name": "Multiarm",
            "effect": "You gain L extra arms."
          },
          {
            "roll": 55,
            "name": "Night Sphere",
            "effect": "An Lx40ft wide sphere of darkness displaying the night sky appears."
          },
          {
            "roll": 56,
            "name": "Objectify",
            "effect": "You become any inanimate object between the size of a grand piano and an apple."
          },
          {
            "roll": 57,
            "name": "Ooze Form",
            "effect": "You become a living jelly."
          },
          {
            "roll": 58,
            "name": "Pacify",
            "effect": "L creatures have an aversion to violence."
          },
          {
            "roll": 59,
            "name": "Phantom Coach",
            "effect": "A ghostly coach appears until end of spell. It moves unnaturally fast over any terrain, including water."
          },
          {
            "roll": 60,
            "name": "Phobia",
            "effect": "L creatures become terrified of an object of your choice."
          },
          {
            "roll": 61,
            "name": "Pit",
            "effect": "A pit 10ft wide and Lx5ft deep opens in the ground."
          },
          {
            "roll": 62,
            "name": "Primeval Surge",
            "effect": "An object grows to the size of an elephant. If it is an animal, it is enraged."
          },
          {
            "roll": 63,
            "name": "Psychometry",
            "effect": "The referee answers L yes or no questions about a touched object."
          },
          {
            "roll": 64,
            "name": "Pull",
            "effect": "An object of any size is pulled directly towards you with the strength of L men for one round."
          },
          {
            "roll": 65,
            "name": "Push",
            "effect": "An object of any size is pushed directly away from you with the strength of L men for one round."
          },
          {
            "roll": 66,
            "name": "Raise Dead",
            "effect": "L skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders."
          },
          {
            "roll": 67,
            "name": "Raise Spirit",
            "effect": "The spirit of a dead body manifests and will answer L questions."
          },
          {
            "roll": 68,
            "name": "Read Mind",
            "effect": "You can hear the surface thoughts of nearby creatures."
          },
          {
            "roll": 69,
            "name": "Repel",
            "effect": "L+1 objects are strongly magnetically repelled from each other if they come within 10 feet."
          },
          {
            "roll": 70,
            "name": "Scry",
            "effect": "You can see through the eyes of a creature you touched earlier today."
          },
          {
            "roll": 71,
            "name": "Sculpt Elements",
            "effect": "All inanimate material behaves like clay in your hands."
          },
          {
            "roll": 72,
            "name": "Shroud",
            "effect": "L creatures are invisible until they move."
          },
          {
            "roll": 73,
            "name": "Shuffle",
            "effect": "L creatures instantly switch places. Determine where they end up randomly."
          },
          {
            "roll": 74,
            "name": "Sleep",
            "effect": "L creatures fall into a light sleep."
          },
          {
            "roll": 75,
            "name": "Smoke Form",
            "effect": "Your body becomes living smoke."
          },
          {
            "roll": 76,
            "name": "Snail Knight",
            "effect": "10 minutes after casting, a knight sitting astride a giant snail rides into view. He is able to answer most questions related to quests and chivalry, and may aid you if he finds you worthy."
          },
          {
            "roll": 77,
            "name": "Sniff",
            "effect": "You can smell even the faintest traces of scents."
          },
          {
            "roll": 78,
            "name": "Sort",
            "effect": "Inanimate items sort themselves according to categories you set. The categories must be visually verifiable."
          },
          {
            "roll": 79,
            "name": "Spectacle",
            "effect": "A clearly unreal but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound."
          },
          {
            "roll": 80,
            "name": "Spellseize",
            "effect": "Cast this as a reaction to another spell going off to make a temporary copy of it that you can cast at any time before this spell ends."
          },
          {
            "roll": 81,
            "name": "Spider Climb",
            "effect": "You can climb surfaces like a spider."
          },
          {
            "roll": 82,
            "name": "Summon Cube",
            "effect": "Once per second, (6 times per round) you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes."
          },
          {
            "roll": 83,
            "name": "Swarm",
            "effect": "You become a swarm of crows, rats, or piranhas. You only take damage from area effects."
          },
          {
            "roll": 84,
            "name": "Telekinesis",
            "effect": "You may mentally move L items."
          },
          {
            "roll": 85,
            "name": "Telepathy",
            "effect": "L+1 creatures can hear each other's thoughts, no matter how far apart they move."
          },
          {
            "roll": 86,
            "name": "Teleport",
            "effect": "An object disappears and reappears on the ground in a visible, clear area up to Lx40ft away."
          },
          {
            "roll": 87,
            "name": "Thaumaturgic Anchor",
            "effect": "Object becomes the target of every spell cast near it."
          },
          {
            "roll": 88,
            "name": "Thicket",
            "effect": "A thicket of trees and dense brush up to Lx40ft wide suddenly sprouts up."
          },
          {
            "roll": 89,
            "name": "Time Jump",
            "effect": "An object disappears as it jumps Lx10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left."
          },
          {
            "roll": 90,
            "name": "Summon Idol",
            "effect": "A carved stone statue the size of a four poster bed rises from the ground."
          },
          {
            "roll": 91,
            "name": "Time Rush",
            "effect": "Time in a 40ft bubble starts moving 10 times faster."
          },
          {
            "roll": 92,
            "name": "Time Slow",
            "effect": "Time in a 40ft bubble slows to 10%."
          },
          {
            "roll": 93,
            "name": "True Sight",
            "effect": "You see through all nearby illusions."
          },
          {
            "roll": 94,
            "name": "Upwell",
            "effect": "A spring of seawater appears."
          },
          {
            "roll": 95,
            "name": "Vision",
            "effect": "You completely control what a creature sees."
          },
          {
            "roll": 96,
            "name": "Visual Illusion",
            "effect": "A silent, immobile, illusion of your choice appears, up to the size of a bedroom."
          },
          {
            "roll": 97,
            "name": "Ward",
            "effect": "A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal."
          },
          {
            "roll": 98,
            "name": "Web",
            "effect": "Your wrists can shoot thick webbing."
          },
          {
            "roll": 99,
            "name": "Wizard Mark",
            "effect": "Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects."
          },
          {
            "roll": 100,
            "name": "X-Ray Vision",
            "effect": "You gain X-Ray vision."
          }
        ]
      }
    }
  },
  "pathfinder-1e": {
    "label": "Pathfinder 1e (PFSRD)",
    "categories": {
      "spells": {
        "label": "Spells",
        "color": "#7b5ea7",
        "displayField": "name",
        "searchFields": [
          "name",
          "school"
        ],
        "tag": {
          "field": "min_level",
          "prefix": "Lvl "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "Level {min_level} {school}",
            "{casting_time} · {range} · {duration}"
          ],
          "description": "short_description"
        },
        "linkPath": "rules/spells/",
        "count": 623,
        "items": [
          {
            "name": "Acid Splash",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "acid"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Elementalist Wizard",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one missile of acid"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Orb deals 1d3 acid damage.",
            "description": "You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Arcane Mark",
            "school": "universal",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Effect": "one personal rune or mark, all of which must fit within 1 sq. ft."
            },
            "duration": "permanent",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Inscribes a personal rune on an object or creature (visible or invisible).",
            "description": "This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An _arcane mark_ spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a _detect magic_ spell causes it to glow and be visible, though not necessarily understandable.\n\n_See invisibility, true seeing_ , a _gem of seeing_ , or a _robe of eyes_ likewise allows the user to see an invisible _arcane mark_. A _read magic_ spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an _erase_ spell.\n\nIf an _arcane mark_ is placed on a living being, the effect gradually fades in about a month.\n\n_Arcane mark_ must be cast on an object prior to casting _instant summons_ on the same object (see that spell description for details).",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Bleed",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Cause a stabilized creature to resume dying.",
            "description": "You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Create Water",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "water"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "up to 2 gallons of water/level"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates 2 gallons/level of pure water.",
            "description": "This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.\n\n_Note_ : Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Dancing Lights",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "Up to four lights, all within a 10-ft.-radius area"
            },
            "duration": "1 minute (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates torches or other lights.",
            "description": "Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The _dancing lights_ must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.\n\nYou can only have one _dancing lights_ spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.\n\n_Dancing lights_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Daze",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of wool or similar substance",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a pinch of wool or similar substance)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid creature of 4 HD or less"
            },
            "duration": "1 round",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "A single humanoid creature with 4 HD or less loses its next action.",
            "description": "This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Detect Magic",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Detects all spells and magic items within 60 ft.",
            "description": "You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.  \n  \n_1st Round_ Presence or absence of magical auras.\n\n_2nd Round_ Number of different magical auras and the power of the most potent aura.\n\n_3rd Round_ The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).\n\nMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.\n\n_Aura Strength_ An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, _detect magic_ indicates the stronger of the two.\n\n_Lingering Aura_ A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If _detect magic_ is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\n##### Original Strength\n\nOriginal Strength| Duration of Lingering Aura  \n---|---  \nFaint| 1d6 rounds  \nModerate| 1d6 minutes  \nStrong| 1d6 × 10 minutes  \nOverwhelming| 1d6 days\n\n##### Detect Magic\n\nSpell or Object| Aura Power  \n---|---  \nFaint| Moderate| Strong| Overwhelming  \nFunctioning spell (spell level)| 3rd or lower| 4th-6th| 7th-9th| 10th+ (deity-level)  \nMagic item (caster level)| 5th or lower| 6th-11th| 12th-20th| 21st+ (artifact)",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Detect Poison",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target or Area": "one creature, one object, or a 5-ft. cube"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Detects poison in a creature or object.",
            "description": "You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Disrupt Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Deals 1d6 damage to one undead.",
            "description": "You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Flare",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "burst of light"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Dazzles one creature (-1 on attack rolls).",
            "description": "This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by _flare_.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Ghost Sound",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of wool or a small lump of wax",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a bit of wool or a small lump of wax)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "illusory sounds"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will disbelief",
            "spell_resistance": "no",
            "short_description": "Figment sounds.",
            "description": "_Ghost sound_ allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound _ghost sound_ creates when casting it and cannot thereafter change the sound's basic character.\n\nThe volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a _ghost sound_ spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a _ghost sound_ receives a Will save to disbelieve.\n\n_Ghost sound_ can enhance the effectiveness of a _silent image_ spell.\n\n_Ghost sound_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Guidance",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 minute or until discharged",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "+1 on one attack roll, saving throw, or skill check.",
            "description": "This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Know Direction",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You discern north.",
            "description": "When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which \"north\" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Light",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "a firefly",
                "type": "M"
              },
              {
                "text": "a firefly",
                "type": "DF"
              }
            ],
            "component_text": "V, M/DF (a firefly)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Object shines like a torch.",
            "description": "This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.\n\nYou can only have one _light_ spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through _permanency_ or a similar effect), it does not count against this limit. _Light_ can be used to counter or dispel any darkness spell of equal or lower spell level.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Lullaby",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "living creatures within a 10-ft.-radius burst"
            },
            "duration": "concentration + 1 round/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Makes subject drowsy: -5 on Perception checks, -2 on Will saves against sleep.",
            "description": "Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against _sleep_ effects while the _lullaby_ is in effect. _Lullaby_ lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Mage Hand",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one nonmagical, unattended object weighing up to 5 lbs."
            },
            "duration": "concentration",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "5-pound telekinesis.",
            "description": "You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Mending",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "10 ft.",
            "effects": {
              "Target": "one object of up to 1 lb./level"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Makes minor repairs on an object.",
            "description": "This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Message",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "language-dependent"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Elementalist Wizard",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of copper wire",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a piece of copper wire)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one creature/level"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Whisper conversation at distance.",
            "description": "You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical _silence_ , 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Open/Close",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a brass key",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a brass key)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "object weighing up to 30 lbs. or portal that can be opened or closed"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Opens or closes small or light things.",
            "description": "You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Prestidigitation",
            "school": "universal",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "10 ft.",
            "effects": {
              "Target, Effect, or Area": "see text"
            },
            "duration": "1 hour",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Performs minor tricks.",
            "description": "Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a _prestidigitation_ spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. _Prestidigitation_ can create small objects, but they look crude and artificial. The materials created by a _prestidigitation_ spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, _prestidigitation_ lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Purify Food And Drink",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "10 ft.",
            "effects": {
              "Target": "1 cu. ft./level of contaminated food and water"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Purifies 1 cu. ft./level of food or water.",
            "description": "This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by _purify food and drink_ , but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Ray Of Frost",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Elementalist Wizard",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Ray deals 1d3 cold damage.",
            "description": "A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Read Magic",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Magus",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a clear crystal or mineral prism",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a clear crystal or mineral prism)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Read scrolls and spellbooks.",
            "description": "You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of _read magic_. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a _glyph of warding_ with a DC 13 Spellcraft check, a _greater glyph of warding_ with a DC 16 Spellcraft check, or any _symbol_ spell with a Spellcraft check (DC 10 + spell level).\n\n_Read magic_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Resistance",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Summoner",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a miniature cloak",
                "type": "M"
              },
              {
                "text": "a miniature cloak",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a miniature cloak)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 minute",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject gains +1 on saving throws.",
            "description": "You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.\n\n_Resistance_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Stabilize",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Warpriest",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Cause a dying creature to stabilize.",
            "description": "Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Summon Instrument",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 0
              },
              {
                "class": "Skald",
                "level": 0
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "0 ft.",
            "effects": {
              "Effect": "one summoned handheld musical instrument"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons one musical instrument.",
            "description": "This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Touch Of Fatigue",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 0
              },
              {
                "class": "Arcanist",
                "level": 0
              },
              {
                "class": "Sorcerer",
                "level": 0
              },
              {
                "class": "Witch",
                "level": 0
              },
              {
                "class": "Wizard",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of sweat",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of sweat)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Touch attack fatigues target.",
            "description": "You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.\n\nThis spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Virtue",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 0
              },
              {
                "class": "Druid",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Hunter",
                "level": 0
              },
              {
                "class": "Inquisitor",
                "level": 0
              },
              {
                "class": "Oracle",
                "level": 0
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 0
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min.",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject gains 1 temporary hp.",
            "description": "With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.",
            "source": "Core Rulebook",
            "min_level": 0
          },
          {
            "name": "Alarm",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bell and a piece of very fine silver wire",
                "type": "F"
              },
              {
                "text": "a tiny bell and a piece of very fine silver wire",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bell and a piece of very fine silver wire)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "20-ft.-radius emanation centered on a point in space"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Wards an area for 2 hours/level.",
            "description": "A _larm_ creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the _alarm_. You decide at the time of casting whether the _alarm_ will be mental or audible in nature.\n\n_Mental Alarm_ : A mental _alarm_ alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental \"ping\" that awakens you from normal sleep but does not otherwise disturb concentration. A _silence_ spell has no effect on a mental _alarm_.\n\n_Audible Alarm_ : An audible _alarm_ produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.\n\nIn quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a _silence_ spell cannot hear the ringing. \n\nEthereal or astral creatures do not trigger the _alarm_.\n\n_Alarm_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Animal Messenger",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a morsel of food the animal likes",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a morsel of food the animal likes)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one Tiny animal"
            },
            "duration": "1 day/level",
            "saving_throw": "none; see text",
            "spell_resistance": "yes",
            "short_description": "Sends a Tiny animal to a specific place.",
            "description": "You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.\n\nUsing some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.\n\nDuring this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Animate Rope",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one rope-like object, length up to 50 ft. + 5 ft./level; see text"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Makes a rope move at your command.",
            "description": "You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.\n\nThe possible commands are \"coil\" (form a neat, coiled stack), \"coil and knot,\" \"loop,\" \"loop and knot,\" \"tie and knot,\" and the opposites of all of the above (\"uncoil,\" and so forth). You can give one command each round as a move action, as if directing an active spell.\n\nThe rope can enwrap only a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.\n\nThe rope itself and any knots tied in it are not magical.\n\nThe spell cannot affect objects carried or worn by a creature.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Bane",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "50 ft.",
            "effects": {
              "Area": "50-ft.-radius burst, centered on you"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Enemies take -1 on attack rolls and saves vs. fear.",
            "description": "_Bane_ fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. _Bane_ counters and dispels _bless_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Bless",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "50 ft.",
            "effects": {
              "Area": "The caster and all allies within a 50-ft. burst, centered on the caster"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "short_description": "Allies gain +1 on attack rolls and saves against fear.",
            "description": "_Bless_ fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\n\n_Bless_ counters and dispels _bane_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Bless Water",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "5 pounds of powdered silver worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (5 pounds of powdered silver worth 25 gp)",
            "range": "touch",
            "effects": {
              "Target": "flask of water touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Makes holy water.",
            "description": "This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Bless Weapon",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Paladin",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "weapon touched"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Weapon strikes true against evil foes.",
            "description": "This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.\n\nIn addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a _keen_ weapon or a _vorpal sword_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Burning Hands",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Elementalist Wizard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "15 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "1d4/level fire damage (max 5d4).",
            "description": "A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Calm Animals",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "animals within 30 ft. of each other"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Calms 2d4 + level HD of animals.",
            "description": "This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. \n\nThe affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Cause Fear",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature with 5 or fewer HD"
            },
            "duration": "1d4 rounds or 1 round; see text",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "A creature of 5 HD or less flees for 1d4 rounds.",
            "description": "The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. _Cause fear_ counters and dispels _remove fear_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Charm Animal",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {
              "Target": "one animal"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Makes one animal your friend.",
            "description": "This spell functions like _charm person_ , except that it affects a creature of the animal type.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Charm Person",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid creature"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Makes one person your friend.",
            "description": "This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.\n\nThe spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Chill Touch",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Targets": "creature or creatures touched (up to one/level)"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial or Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "One touch/level deals 1d6 damage and possibly 1 Str damage.",
            "description": "A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.\n\nAn undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Color Spray",
            "school": "illusion",
            "subschool": [
              "pattern"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "red, yellow, and blue powder or colored sand",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (red, yellow, and blue powder or colored sand)",
            "range": "15 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous; see text",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Knocks unconscious, blinds, and/or stuns weak creatures.",
            "description": "A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.\n\n_2 HD or less_ : The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)\n\n_3 or 4 HD_ The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.\n\n_5 or more HD_ The creature is stunned for 1 round.\n\nSightless creatures are not affected by _color spray_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Command",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 round",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "One subject obeys a command for 1 round.",
            "description": "You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.\n\n_Approach_ : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Drop_ : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.\n\n_Fall_ : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.\n\n_Flee_ : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Halt_ : The subject stands in place for 1 round. It may not take any actions but is not considered helpless.\n\nIf the subject can't carry out your command on its next turn, the spell automatically fails.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Comprehend Languages",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "pinch of soot and salt",
                "type": "M"
              },
              {
                "text": "pinch of soot and salt",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (pinch of soot and salt)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You understand all spoken and written languages.",
            "description": "You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.\n\nWritten material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the _secret page_ and _illusory script_ spells). It does not decipher codes or reveal messages concealed in otherwise normal text.\n\n_Comprehend languages_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Confusion, Lesser",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 round",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "One creature is confused for 1 round.",
            "description": "This spell causes a single creature to become confused for 1 round.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Cure Light Wounds",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless); see text",
            "spell_resistance": "yes (harmless); see text",
            "short_description": "Cures 1d8 damage + 1/level (max +5).",
            "description": "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Curse Water",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "5 lbs. of powdered silver worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (5 lbs. of powdered silver worth 25 gp)",
            "range": "touch",
            "effects": {
              "Target": "flask of water touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Makes water unholy.",
            "description": "This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water (see Equipment). Unholy water damages good outsiders the way holy water damages undead and evil outsiders.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Daze Monster",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one living creature of 6 HD or less"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Living creature of 6 HD or less loses its next action.",
            "description": "This spell functions like _daze_ , but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Death Knell",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death",
              "evil"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous/10 minutes per HD of subject; see text",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.",
            "description": "You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Deathwatch",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "30 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals how near death subjects within 30 ft. are.",
            "description": "Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). _Deathwatch_ sees through any spell or ability that allows creatures to feign death.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Delay Poison",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 hour/level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Stops poison from harming subject for 1 hour/level.",
            "description": "The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. _Delay poison_ does not cure any damage that poison may have already done.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Animals Or Plants",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Detects kinds of animals or plants.",
            "description": "You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.\n\n_1st Round_ : Presence or absence of that kind of animal or plant in the area.\n\n_2nd Round_ : Number of individuals of the specified kind in the area and the condition of the healthiest specimen.\n\n_3rd Round_ : The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.\n\n_Conditions_ : For purposes of this spell, the categories of condition are as follows:\n\nNormal: Has at least 90% of full normal hit points, free of disease.\n\nFair: 30% to 90% of full normal hit points remaining.\n\nPoor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.\n\nWeak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.\n\nIf a creature falls into more than one category, the spell indicates the weaker of the two.\n\nEach round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Chaos",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Reveals creatures, spells, or objects of selected alignment.",
            "description": "This spell functions like _detect evil_ , except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Evil",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 10 min./ level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals creatures, spells, or objects of selected alignment.",
            "description": "You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round_ : Presence or absence of evil.\n\n_2nd Round_ : Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.\n\nIf you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.\n\n_3rd Round_ : The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.\n\n_Aura Power_ : An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.\n\n_Lingering Aura_ : An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If _detect evil_ is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\n##### Original Strength\n\nOriginal Strength| Duration of Lingering Aura  \n---|---  \nFaint| 1d6 rounds  \nModerate| 1d6 minutes  \nStrong| 1d6 × 10 minutes  \nOverwhelming| 1d6 days\n\n##### Detect Chaos/Evil/Good/Law\n\nCreature/Object| Aura Power  \n---|---  \nNone| Faint| Moderate| Strong| Overwhelming  \nAligned creature1 (HD)| 4 or lower| 5-10| 11-25| 26-50| 51 or higher  \nAligned Undead (HD)| --| 2 or lower| 3-8| 9-20| 21 or higher  \nAligned outsider (HD)| --| 1 or lower| 2-4| 5-10| 11 or higher  \nCleric or paladin of an aligned deity2 (class levels)| --| 1| 2-4| 5-10| 11 or higher  \nAligned magic item or spell (caster level)| 5th or lower| 6th-10th| 11th-15th| 16th-20th| 21st or higher  \n1 Except for undead and outsiders, which have their own entries on the table.  \n2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Good",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Reveals creatures, spells, or objects of selected alignment.",
            "description": "This spell functions like _detect evil_ , except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Law",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Reveals creatures, spells, or objects of selected alignment.",
            "description": "This spell functions like _detect evil_ , except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Secret Doors",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals hidden doors within 60 ft.",
            "description": "You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round_ : Presence or absence of secret doors.\n\n_2nd Round_ : Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.\n\n_Each Additional Round_ : The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Snares And Pits",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals natural or primitive traps.",
            "description": "You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.\n\n_Detect snares and pits_ does detect certain natural hazards--quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell _snare_), nor mechanically complex ones, nor those that have been rendered safe or inactive.\n\nThe amount of information revealed depends on how long you study a particular area.\n\n_1st Round_ : Presence or absence of hazards.\n\n_2nd Round_ : Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.\n\n_Each Additional Round_ : The general type and trigger for one particular hazard closely examined by you.\n\nEach round, you can turn to examine a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Detect Undead",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "earth from a grave",
                "type": "M"
              },
              {
                "text": "earth from a grave",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (earth from a grave)",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 1 minute/ level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals undead within 60 ft.",
            "description": "You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.\n\n_1st Round_ : Presence or absence of undead auras.\n\n_2nd Round_ : Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.\n\n_3rd Round_ : The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.\n\n_Aura Strength_ : The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.\n\n_Lingering Aura_ : An undead aura lingers after its original source is destroyed. If _detect undead_ is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.\n\n##### HD\n\nHD| Strength| Lingering Aura Duration  \n---|---|---  \n1 or lower| Faint| 1d6 rounds  \n2-4| Moderate| 1d6 minutes  \n5-10| Strong| 1d6 × 10 minutes  \n11 or higher| Overwhelming| 1d6 days\n\nEach round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Disguise Self",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Changes your appearance.",
            "description": "You make yourself--including clothing, armor, weapons, and equipment--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.\n\nThe spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Divine Favor",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 minute",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You gain +1 per three levels on attack and damage rolls.",
            "description": "Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Doom",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "One subject takes -2 on attack rolls, damage rolls, saves, and checks.",
            "description": "This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Endure Elements",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "24 hours",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Exist comfortably in hot or cold regions.",
            "description": "A creature protected by _endure elements_ suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.\n\n_Endure elements_ doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Enlarge Person",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered iron",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered iron)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid creature"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Humanoid creature doubles in size.",
            "description": "This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.\n\nA humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.\n\nIf insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any _enlarged_ item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.\n\nMultiple magical effects that increase size do not stack.\n\n_Enlarge person_ counters and dispels _reduce person_.\n\n_Enlarge person_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Entangle",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "plants in a 40-ft.-radius spread"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Reflex partial; see text",
            "spell_resistance": "no",
            "short_description": "Plants entangle everyone in 40-ft. radius.",
            "description": "This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.\n\nIf the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the _entangle_ or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Entropic Shield",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Ranged attacks against you have 20% miss chance.",
            "description": "A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Erase",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one scroll or two pages"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Mundane or magical writing vanishes.",
            "description": "_Erase_ removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove _explosive runes_ , a _glyph of warding_ , a _sepia snake sigil_ , or an _arcane mark_ , but not _illusory script_ or a _symbol_ spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.\n\nMagic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase _explosive runes_ , a _glyph of warding_ , or a _sepia snake sigil_ , you accidentally activate that writing instead.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Expeditious Retreat",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Your base speed increases by 30 ft.",
            "description": "This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Faerie Fire",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "creatures and objects within a 5-ft.-radius burst"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Outlines subjects with light, canceling blur, concealment, and the like.",
            "description": "A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by _faerie fire_ take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical _darkness_ effect functions normally), _blur_ , _displacement, invisibility_ , or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The _faerie fire_ can be blue, green, or violet, according to your choice at the time of casting. The _faerie fire_ does not cause any harm to the objects or creatures thus outlined.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Feather Fall",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Elementalist Wizard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 immediate action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart"
            },
            "duration": "until landing or 1 round/level",
            "saving_throw": "Will negates (harmless) or Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Objects or creatures fall slowly.",
            "description": "The affected creatures or objects fall slowly. _Feather fall_ instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.\n\nThe spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.\n\nThis spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.\n\n_Feather fall_ works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Floating Disk",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of mercury",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of mercury)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "3-ft.-diameter disk of force"
            },
            "duration": "1 hour/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.",
            "description": "You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Goodberry",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "2d4 fresh berries touched"
            },
            "duration": "1 day/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "2d4 berries each cure 1 hp (max 8 hp/24 hours).",
            "description": "Casting _goodberry_ makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Grease",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Elementalist Wizard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "butter",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (butter)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one object or 10-ft. square"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Makes 10-ft. square or one object slippery.",
            "description": "A _grease_ spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.\n\nThe spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the _greased_ item. A creature wearing _greased_ armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Hide From Animals",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "S, DF",
            "range": "touch",
            "effects": {
              "Targets": "one creature touched/level"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Animals can't perceive one subject/level.",
            "description": "Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Hide From Undead",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "one touched creature/level"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "Will negates (harmless); see text",
            "spell_resistance": "yes",
            "short_description": "Undead can't perceive one subject/level.",
            "description": "Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Hideous Laughter",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "tiny fruit tarts and a feather",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (tiny fruit tarts and a feather)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature; see text"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subject loses actions for 1 round/level.",
            "description": "This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.\n\nA creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't \"translate\" well.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Hold Portal",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one portal, up to 20 sq. ft./level"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Holds door shut.",
            "description": "This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A _knock_ spell or a successful _dispel magic_ spell can negate a _hold portal_ spell.\n\nAdd 5 to the normal DC for forcing open a portal affected by this spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Hypnotism",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "several living creatures, no two of which may be more than 30 ft. apart"
            },
            "duration": "2d4 rounds (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Fascinates 2d4 HD of creatures.",
            "description": "Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.\n\nIf you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.\n\nWhile the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.\n\nA creature that fails its saving throw does not remember that you enspelled it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Identify",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "wine stirred with an owl's feather",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (wine stirred with an owl's feather)",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "3 rounds/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Gives +10 bonus to identify magic items.",
            "description": "This spell functions as _detect magic_ , except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Inflict Light Wounds",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Touch deals 1d8 damage +1/level (max +5).",
            "description": "When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).\n\nSince undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Jump",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a grasshopper's hind leg",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a grasshopper's hind leg)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gets bonus on Acrobatics checks.",
            "description": "The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Longstrider",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of dirt",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a pinch of dirt)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Your base speed increases by 10 ft.",
            "description": "This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Mage Armor",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of cured leather",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a piece of cured leather)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "no",
            "short_description": "Gives subject +4 armor bonus.",
            "description": "An invisible but tangible field of force surrounds the subject of a _mage armor_ spell, providing a +4 armor bonus to AC.\n\nUnlike mundane armor, _mage armor_ entails no armor check penalty, arcane spell failure chance, or speed reduction. Since _mage armor_ is made of force, incorporeal creatures can't bypass it the way they do normal armor.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Aura",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small square of silk that must be passed over the object that receives the aura",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a small square of silk that must be passed over the object that receives the aura)",
            "range": "touch",
            "effects": {
              "Target": "one touched object weighing up to 5 lbs./level"
            },
            "duration": "1 day/level (D)",
            "saving_throw": "none; see text",
            "spell_resistance": "no",
            "short_description": "Alters object's magic aura.",
            "description": "You alter an item's aura so that it registers to _detect_ spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing _magic aura_ has _identify_ cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.\n\nIf the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), _magic aura_ doesn't work.\n\n_Note_ : A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Fang",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "One natural weapon of subject creature gets +1 on attack and damage rolls.",
            "description": "_Magic fang_ gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.\n\n_Magic fang_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Missile",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "up to five creatures, no two of which can be more than 15 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "1d4+1 damage; +1 missile per two levels above 1st (max 5).",
            "description": "A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.\n\nThe missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.\n\nFor every two caster levels beyond 1st, you gain an additional missile--two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Mouth",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small bit of honeycomb and jade dust worth 10 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a small bit of honeycomb and jade dust worth 10 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature or object"
            },
            "duration": "permanent until discharged",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Object speaks once when triggered.",
            "description": "This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. _Magic mouth_ can also be placed upon a tree, rock, or any other object or creature.\n\nThe spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical _darkness_ or _invisibility_ does. Silent movement or magical _silence_ defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A _magic mouth_ cannot distinguish alignment, level, Hit Dice, or class except by external garb.\n\nThe range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a _magic mouth_ to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.\n\n_Magic mouth_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Stone",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "up to three pebbles touched"
            },
            "duration": "30 minutes or until discharged",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Three stones gain +1 on attack rolls, deal 1d6+1 damage.",
            "description": "You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack __. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Magic Weapon",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "weapon touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Weapon gains +1 bonus.",
            "description": "_Magic weapon_ gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.\n\nYou can't cast this spell on a natural weapon, such as an unarmed strike (instead, see _magic fang_). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Mount",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of horse hair",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a bit of horse hair)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one mount"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons riding horse for 2 hours/level.",
            "description": "You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Obscure Object",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "chameleon skin",
                "type": "M"
              },
              {
                "text": "chameleon skin",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (chameleon skin)",
            "range": "touch",
            "effects": {
              "Target": "one object touched of up to 100 lbs./level"
            },
            "duration": "8 hours (D)",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Masks object against scrying.",
            "description": "This spell hides an object from location by divination (scrying) effects, such as the _scrying_ spell or a _crystal ball_. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Obscuring Mist",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Elementalist Wizard",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "20 ft.",
            "effects": {
              "Effect": "cloud spreads in 20-ft. radius from you, 20 ft. high"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Fog surrounds you.",
            "description": "A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\n\nA moderate wind (11+ mph), such as from a _gust of wind_ spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A _fireball, flame strike_ , or similar spell burns away the fog in the explosive or fiery spell's area. A _wall of fire_ burns away the fog in the area into which it deals damage.\n\nThis spell does not function underwater.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Pass Without Trace",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "one creature/level touched"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "One subject/level leaves no tracks.",
            "description": "The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Produce Flame",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "0 ft.",
            "effects": {
              "Effect": "flame in your palm"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "1d6 damage + 1/level, touch or thrown.",
            "description": "Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.  \n  \nIn addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.\n\nThis spell does not function underwater.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Protection From Chaos",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "lawful"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+2 to AC and saves, plus additional protection against selected alignment.",
            "description": "This spell functions like _protection from evil_ , except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Protection From Evil",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "no; see text",
            "short_description": "+2 to AC and saves, plus additional protection against selected alignment.",
            "description": "This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.\n\nFirst, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.\n\nSecond, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as _charm person_ , _command_ , and _dominate person_. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using _magic_ _jar_), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.\n\nThird, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Protection From Good",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+2 to AC and saves, plus additional protection against selected alignments.",
            "description": "This spell functions like _protection from evil_ , except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Protection From Law",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "chaotic"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+2 to AC and saves, plus additional protection against selected alignments.",
            "description": "This spell functions like _protection from evil_ , except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Ray Of Enfeeblement",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude half",
            "spell_resistance": "yes",
            "short_description": "Ray causes 1d6 Str penalty + 1 per 2 levels.",
            "description": "A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Reduce Person",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of powdered iron",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a pinch of powdered iron)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid creature"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Humanoid creature halves in size.",
            "description": "This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.\n\nA Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.\n\nAll equipment worn or carried by a creature is similarly reduced by the spell.\n\nMelee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any _reduced_ item that leaves the _reduced_ creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).\n\nMultiple magical effects that reduce size do not stack. _Reduce person_ counters and dispels _enlarge person_.\n\n_Reduce person_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Remove Fear",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart"
            },
            "duration": "10 minutes; see text",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.",
            "description": "You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.\n\n_Remove fear_ counters and dispels _cause fear_.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Resist Energy",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Ignores first 10 (or more) points of damage per attack from specified energy type.",
            "description": "This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.\n\n_Resist energy_ absorbs only damage. The subject could still suffer unfortunate side effects.\n\n_Resist energy_ overlaps (and does not stack with) _protection from energy_. If a character is warded by _protection from energy_ and _resist energy_ , the _protection_ spell absorbs damage until its power is exhausted.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Restoration, Lesser",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "3 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Dispels magical ability penalty or repairs 1d4 ability damage.",
            "description": "_Lesser restoration_ dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Sanctuary",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "no",
            "short_description": "Opponents can't attack you, and you can't attack.",
            "description": "Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Shield",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Invisible disc gives +4 to AC, blocks magic missiles.",
            "description": "_Shield_ creates an invisible shield of force that hovers in front of you. It negates _magic missile_ attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The _shield_ has no armor check penalty or arcane spell failure chance.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Shield Of Faith",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "parchment with a holy text written on it",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (parchment with a holy text written on it)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Aura grants +2 or higher deflection bonus.",
            "description": "This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Shillelagh",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "one touched nonmagical oak club or quarterstaff"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.",
            "description": "Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Shocking Grasp",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "electricity"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Elementalist Wizard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature or object touched"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Touch delivers 1d6/level electricity damage (max 5d6).",
            "description": "Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Silent Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of fleece",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a bit of fleece)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)"
            },
            "duration": "concentration",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "no",
            "short_description": "Creates minor illusion of your design.",
            "description": "This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Sleep",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Shaman",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "fine sand, rose petals, or a live cricket",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (fine sand, rose petals, or a live cricket)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "one or more living creatures within a 10-ft.-radius burst"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Puts 4 HD of creatures into magical slumber.",
            "description": "A _sleep_ spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). _Sleep_ does not target unconscious creatures, constructs, or undead creatures.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Speak With Animals",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You can communicate with animals.",
            "description": "You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Summon Monster I",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 1
              },
              {
                "class": "Oracle",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "(Evil creatures only.) Summons extraplanar creature to fight for you.",
            "description": "This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.\n\nA summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as _wish_).\n\nWhen you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-1 marked with an \"*\" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an \"*\" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. See the Core Rulebook Table: Summon Monster I for the full creature list by spell level.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Summon Nature's Ally I",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Hunter",
                "level": 1
              },
              {
                "class": "Ranger",
                "level": 1
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight for you.",
            "description": "This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.  \n  \nA summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as _wish_).\n\nThe spell conjures one of the creatures from the 1st Level list on Table 10-2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. See the Core Rulebook Table: Summon Nature's Ally I for the full creature list.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "True Strike",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 1
              },
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bloodrager",
                "level": 1
              },
              {
                "class": "Inquisitor",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "small wooden replica of an archery target",
                "type": "F"
              }
            ],
            "component_text": "V, F (small wooden replica of an archery target)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+20 on your next attack roll.",
            "description": "You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Undetectable Alignment",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature or object"
            },
            "duration": "24 hours",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Conceals alignment for 24 hours.",
            "description": "An _undetectable alignment_ spell conceals the alignment of an object or a creature from all forms of divination.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Unseen Servant",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Magus",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Witch",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of string and a bit of wood",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of string and a bit of wood)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one invisible, mindless, shapeless servant"
            },
            "duration": "1 hour/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Invisible force obeys your commands.",
            "description": "An _unseen servant_ is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.\n\nThe servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Ventriloquism",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 1
              },
              {
                "class": "Bard",
                "level": 1
              },
              {
                "class": "Skald",
                "level": 1
              },
              {
                "class": "Sorcerer",
                "level": 1
              },
              {
                "class": "Summoner",
                "level": 1
              },
              {
                "class": "Wizard",
                "level": 1
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "parchment rolled into cone",
                "type": "F"
              }
            ],
            "component_text": "V, F (parchment rolled into cone)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "intelligible sound, usually speech"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "no",
            "short_description": "Throws voice for 1 min./level.",
            "description": "You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).",
            "source": "Core Rulebook",
            "min_level": 1
          },
          {
            "name": "Acid Arrow",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "acid"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "rhubarb leaf and an adder's stomach",
                "type": "M"
              },
              {
                "text": "a dart",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (rhubarb leaf and an adder's stomach), F (a dart)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "one arrow of acid"
            },
            "duration": "1 round + 1 round per three levels",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.",
            "description": "An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Aid",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "short_description": "+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).",
            "description": "_Aid_ grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Align Weapon",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "weapon touched or 50 projectiles (all of which must be together at the time of casting)"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Weapon becomes good, evil, lawful, or chaotic.",
            "description": "_Align weapon_ makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. \n\nYou can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, _align weapon_ is a chaotic, evil, good, or lawful spell, respectively.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Alter Self",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Assume form of a Small or Medium humanoid.",
            "description": "When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.\n\n_Small creature_ : If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.\n\n_Medium creature_ : If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Animal Trance",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting",
              "sonic"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "animals or magical beasts with Intelligence 1 or 2"
            },
            "duration": "concentration",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Fascinates 2d6 HD of animals.",
            "description": "Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Arcane Lock",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "gold dust worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (gold dust worth 25 gp)",
            "range": "touch",
            "effects": {
              "Target": "door, chest, or portal touched, up to 30 sq. ft./level in size"
            },
            "duration": "permanent",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Magically locks a portal or chest.",
            "description": "An _arcane lock_ spell cast upon a door, chest, or portal magically locks it. You can freely pass your own _arcane lock_ without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful _dispel magic_ or _knock_ spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A _knock_ spell does not remove an _arcane lock_ ; it only suppresses the effect for 10 minutes.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Augury",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "incense worth at least 25 gp",
                "type": "M"
              },
              {
                "text": "a set of marked sticks or bones worth at least 25 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Learns whether an action will be good or bad.",
            "description": "An _augury_ can tell you whether a particular action will bring good or bad results for you in the immediate future.\n\nThe base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the _augury_ succeeds, you get one of four results:\n\n  * Weal (if the action will probably bring good results).\n  * Woe (for bad results).\n  * Weal and woe (for both).\n  * Nothing (for actions that don't have especially good or bad results).\n\n\n\nIf the spell fails, you get the \"nothing\" result. A cleric who gets the \"nothing\" result has no way to tell whether it was the consequence of a failed or successful _augury_.\n\nThe _augury_ can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All _auguries_ cast by the same person about the same topic use the same die result as the first casting.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Barkskin",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "short_description": "Grants +2 (or higher) enhancement to natural armor.",
            "description": "_Barkskin_ toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.\n\nThe enhancement bonus provided by _barkskin_ stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Bear's Endurance",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bear",
                "type": "M"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bear",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a few hairs, or a pinch of dung, from a bear)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gains +4 to Con for 1 min./level.",
            "description": "The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Blindness/Deafness",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "curse"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "permanent (D)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Makes subject blind or deaf.",
            "description": "You call upon the powers of unlife to render the subject blinded or deafened, as you choose.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Blur",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Attacks miss subject 20% of the time.",
            "description": "The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).\n\nA _see invisibility_ spell does not counteract the _blur_ effect, but a _true seeing_ spell does.\n\nOpponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Bull's Strength",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bull",
                "type": "M"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bull",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a few hairs, or a pinch of dung, from a bull)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject gains +4 to Str for 1 min./level.",
            "description": "The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Calm Emotions",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "creatures in a 20-ft.-radius spread"
            },
            "duration": "concentration, up to 1 round/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Calms creatures, negating emotion effects.",
            "description": "This spell calms agitated creatures. You have no control over the affected creatures, but _calm emotions_ can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.\n\nThis spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as _bless, good hope_ , and _rage_ , and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the _confused_ condition from all targets __. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the _calm emotions_ spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Cat's Grace",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "pinch of cat fur",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (pinch of cat fur)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gains +4 to Dex for 1 min./level.",
            "description": "The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Chill Metal",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest"
            },
            "duration": "7 rounds",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Cold metal damages those who touch it.",
            "description": "_Chill metal_ makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\n\nA creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.\n\nOn the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.\n\n##### Round\n\nRound| Metal Temperature| Damage  \n---|---|---  \n1| Cold| None  \n2| Icy| 1d4 points  \n3-5| Freezing| 2d4 points  \n6| Icy| 1d4 points  \n7| Cold| None\n\nAny heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, _chill metal_ deals no damage, but ice immediately forms around the affected metal, making it float if unattended.  \n  \n_Chill metal_ counters and dispels _heat metal_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Command Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a shred of raw meat and a splinter of bone",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a shred of raw meat and a splinter of bone)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one undead creature"
            },
            "duration": "1 day/level",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Undead creature obeys your commands.",
            "description": "This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.\n\nA nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as \"come here,\" \"go there,\" \"fight,\" \"stand still,\" and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.\n\nAny act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.\n\nYour commands are not telepathic. The undead creature must be able to hear you.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Consecrate",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a vial of holy water and 25 gp worth of silver dust",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (a vial of holy water and 25 gp worth of silver dust), DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "20-ft.-radius emanation"
            },
            "duration": "2 hours/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Fills area with positive energy, weakening undead.",
            "description": "This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).  \n  \nYou cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the _consecrate_ spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\n\n_Consecrate_ counters and dispels _desecrate_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Continual Flame",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "ruby dust worth 50 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (ruby dust worth 50 gp)",
            "range": "touch",
            "effects": {
              "Target": "object touched",
              "Effect": "magical, heatless flame"
            },
            "duration": "permanent",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Makes a permanent, heatless light.",
            "description": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A _continual flame_ can be covered and hidden but not smothered or quenched.\n\nLight spells counter and dispel darkness spells of an equal or lower level.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Cure Moderate Wounds",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless); see text",
            "spell_resistance": "yes (harmless); see text",
            "short_description": "Cures 2d8 damage +1/level (max. +10).",
            "description": "This spell functions like _cure light wounds_ , except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Darkness",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "darkness"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "bat fur and a piece of coal",
                "type": "M"
              },
              {
                "text": "bat fur and a piece of coal",
                "type": "DF"
              }
            ],
            "component_text": "V, M/DF (bat fur and a piece of coal)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "20-ft. radius of supernatural shadow.",
            "description": "This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than _darkness_. \n\nIf _darkness_ is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.\n\nThis spell does not stack with itself. _Darkness_ can be used to counter or dispel any light spell of equal or lower spell level.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Darkvision",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "either a pinch of dried carrot or an agate",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (either a pinch of dried carrot or an agate)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "See 60 ft. in total darkness.",
            "description": "The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.\n\n_Darkvision_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Desecrate",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "20-ft.-radius emanation"
            },
            "duration": "2 hours/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Fills area with negative energy; aids undead.",
            "description": "This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a _desecrated_ area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.\n\nIf the _desecrated_ area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).\n\nFurthermore, anyone who casts _animate dead_ within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).\n\nIf the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the _desecrate_ spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\n\n_Desecrate_ counters and dispels _consecrate_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Detect Thoughts",
            "school": "divination",
            "subschool": [],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a copper piece",
                "type": "F"
              },
              {
                "text": "a copper piece",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a copper piece)",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped emanation"
            },
            "duration": "concentration, up to 1 min./level (D)",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "no",
            "short_description": "Allows \"listening\" to surface thoughts.",
            "description": "You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round_ : Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).\n\n_2nd Round_ : Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.\n\n_3rd Round_ : Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast _detect thoughts_ again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.\n\nEach round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Eagle's Splendor",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "feathers or droppings from an eagle",
                "type": "M"
              },
              {
                "text": "feathers or droppings from an eagle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (feathers or droppings from an eagle)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gains +4 to Cha for 1 min./level.",
            "description": "The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Enthrall",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "language-dependent",
              "mind-affecting",
              "sonic"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "any number of creatures"
            },
            "duration": "1 hour or less",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Captivates all within 100 ft. + 10 ft./level.",
            "description": "If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.\n\nA target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.\n\nThe effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.\n\nIf those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.\n\nIf any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "False Life",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of blood",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of blood)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level or until discharged; see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Gain 1d10 temporary hp + 1/level (max +10).",
            "description": "You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Find Traps",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Notice traps as a rogue does.",
            "description": "You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that _find traps_ grants no ability to disable the traps that you may find.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Fire Trap",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "gold dust worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (gold dust worth 25 gp)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "Reflex half; see text",
            "spell_resistance": "yes",
            "short_description": "Opened object deals 1d4 damage +1/level.",
            "description": "_Fire trap_ creates a fiery explosion when an intruder opens the item that the trap protects. A _fire trap_ spell can ward any object that can be opened and closed.\n\nWhen casting _fire trap_ , you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.\n\nA fire-trapped item cannot have a second closure or warding spell placed on it. A _knock_ spell does not bypass a _fire trap_. An unsuccessful _dispel magic_ spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.\n\nYou can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.\n\nMagic traps such as _fire trap_ are hard to detect and disable. A character with trapfinding can use the Perception skill to find a _fire trap_ and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's _fire trap_ or DC 29 for the arcane version).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Flame Blade",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "0 ft.",
            "effects": {
              "Effect": "sword-like beam"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Touch attack deals 1d8 + 1/two levels damage.",
            "description": "A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the _flame blade_ are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A _flame blade_ can ignite combustible materials such as parchment, straw, dry sticks, and cloth.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Flaming Sphere",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "tallow, brimstone, and powdered iron",
                "type": "M"
              },
              {
                "text": "tallow, brimstone, and powdered iron",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (tallow, brimstone, and powdered iron)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "5-ft.-diameter sphere"
            },
            "duration": "1 round/level",
            "saving_throw": "Reflex negates",
            "spell_resistance": "yes",
            "short_description": "Ball of fire deals 3d6 fire damage.",
            "description": "A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A _flaming sphere_ rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.\n\nThe sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A _flaming sphere_ winks out if it exceeds the spell's range.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Fog Cloud",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft. level)",
            "effects": {
              "Effect": "fog spreads in 20-ft. radius"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Fog obscures vision.",
            "description": "A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\n\nA moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\n\nThe spell does not function underwater.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Fox's Cunning",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "hairs or dung from a fox",
                "type": "M"
              },
              {
                "text": "hairs or dung from a fox",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (hairs or dung from a fox)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gains +4 to Int for 1 min./level.",
            "description": "The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Gentle Repose",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "salt and a copper piece for each of the corpse's eyes",
                "type": "M"
              },
              {
                "text": "salt and a copper piece for each of the corpse's eyes",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (salt and a copper piece for each of the corpse's eyes)",
            "range": "touch",
            "effects": {
              "Target": "corpse touched"
            },
            "duration": "1 day/level",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Preserves one corpse.",
            "description": "You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see _raise dead_). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.\n\nThe spell also works on severed body parts and the like.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Ghoul Touch",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "poison"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "cloth from a ghoul or earth from a ghoul's lair",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (cloth from a ghoul or earth from a ghoul's lair)",
            "range": "touch",
            "effects": {
              "Target": "living humanoid touched"
            },
            "duration": "1d6+2 rounds",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Paralyzes one subject, which exudes stench that makes those nearby sickened.",
            "description": "Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.\n\nA paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A _neutralize poison_ spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Glitterdust",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "ground mica",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (ground mica)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "creatures and objects within 10-ft.-radius spread"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates (blinding only)",
            "spell_resistance": "no",
            "short_description": "Blinds targets, outlines invisible things.",
            "description": "A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.\n\nAny creature covered by the dust takes a -40 penalty on Stealth checks.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Gust Of Wind",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Effect": "line-shaped gust of severe wind emanating out from you to the extreme of the range"
            },
            "duration": "1 round",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Blast of wind blows away or knocks down creatures.",
            "description": "This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.\n\nA Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.\n\nSmall creatures are knocked prone by the force of the wind.\n\nMedium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.\n\nLarge or larger creatures may move normally within a _gust of wind_ effect.\n\nThis spell can't move a creature beyond the limit of its range.\n\nAny creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a _gust of wind_.\n\nThe force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.\n\nIn addition to the effects noted, a _gust of wind_ can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.\n\n_Gust of wind_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Haste",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a shaving of licorice root",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a shaving of licorice root)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.",
            "description": "The transmuted creatures move and act more quickly than normal. This extra speed has several effects.\n\nWhen making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a _speed_ weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)\n\nA hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.\n\nAll of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple _haste_ effects don't stack. _Haste_ dispels and counters _slow_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Heat Metal",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle"
            },
            "duration": "7 rounds",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Makes metal so hot it damages those who touch it.",
            "description": "_Heat metal_ causes metal objects to become red-hot. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\n\nA creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.\n\nOn the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table below.\n\n##### Round\n\nRound| Metal Temperature| Damage  \n---|---|---  \n1| Warm| None  \n2| Hot| 1d4 points  \n3-5| Searing| 2d4 points  \n6| Hot| 1d4 points  \n7| Warm| None\n\nAny cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, _heat metal_ deals half damage and boils the surrounding water.  \n  \n_Heat metal_ counters and dispels _chill metal_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Heroism",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Gives +2 bonus on attack rolls, saves, skill checks.",
            "description": "This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Hold Animal",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": null,
            "effects": {
              "Target": "one animal"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Paralyzes one animal for 1 round/level.",
            "description": "This spell functions like _hold person_ , except that it affects an animal instead of a humanoid.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Hold Person",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small, straight piece of iron",
                "type": "F"
              },
              {
                "text": "a small, straight piece of iron",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a small, straight piece of iron)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one humanoid creature"
            },
            "duration": "1 round/level (D); see text",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Paralyzes one humanoid for 1 round/level.",
            "description": "The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Hypnotic Pattern",
            "school": "illusion",
            "subschool": [
              "pattern"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "text": "bard only",
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a stick of incense or a crystal rod",
                "type": "M"
              },
              {
                "text": "; see text",
                "type": null
              }
            ],
            "component_text": "V (bard only), S, M (a stick of incense or a crystal rod); see text",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "colorful lights in a 10-ft.-radius spread"
            },
            "duration": "Concentration + 2 rounds",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Fascinates 2d4 + level HD of creatures.",
            "description": "A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.\n\nA wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Inflict Moderate Wounds",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Touch attack, 2d8 damage +1/level (max +10).",
            "description": "This spell functions like _inflict light wounds_ , except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Invisibility",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "an eyelash encased in gum arabic",
                "type": "M"
              },
              {
                "text": "an eyelash encased in gum arabic",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (an eyelash encased in gum arabic)",
            "range": "personal or touch",
            "effects": {
              "Target": "you or a creature or object weighing no more than 100 lbs./level"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will negates (harmless) or Will negates (harmless, object)",
            "spell_resistance": "yes (harmless) or yes (harmless, object)",
            "short_description": "Subject is invisible for 1 min./level or until it attacks.",
            "description": "The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.\n\nItems dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.\n\nOf course, the subject is not magically silenced __, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as _bless_ that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.\n\n_Invisibility_ can be made permanent (on objects only) with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Knock",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one door, box, or chest with an area of up to 10 sq. ft./level"
            },
            "duration": "instantaneous; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Opens locked or magically sealed door.",
            "description": "_Knock_ opens stuck, barred, or locked doors, as well as those subject to _hold portal_ or _arcane lock_. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, _knock_ opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an _arcane locked_ door, the spell does not remove the _arcane lock_ but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. _Knock_ does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Levitate",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a leather loop or golden wire bent into a cup shape",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a leather loop or golden wire bent into a cup shape)",
            "range": "personal or close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "you or one willing creature or one object (total weight up to 100 lbs./level)"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Subject moves up and down at your direction.",
            "description": "_Levitate_ allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated __, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).\n\nA levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5\\. A full round spent stabilizing allows the creature to begin again at -1.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Locate Object",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a forked twig",
                "type": "F"
              },
              {
                "text": "a forked twig",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a forked twig)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "circle, centered on you, with a radius of 400 ft. + 40 ft./level"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Senses direction toward object (specific or type).",
            "description": "You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).\n\nThe spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. _Polymorph any object_ and _nondetection_ fool it.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Make Whole",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one object of up to 10 cu. ft./level or one construct creature of any size"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Repairs an object.",
            "description": "This spell functions as _mending_ , except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).\n\n_Make whole_ can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When _make whole_ is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Minor Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": "concentration + 2 rounds",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As silent image, plus some sound.",
            "description": "This spell functions like _silent image_ , except that _minor image_ includes some minor sounds but not understandable speech.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Mirror Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Creates decoy duplicates of you.",
            "description": "This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. \n\nWhen _mirror image_ is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.\n\nAn attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Misdirection",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature or object, up to a 10-ft. cube in size"
            },
            "duration": "1 hour/level",
            "saving_throw": "none or Will negates; see text",
            "spell_resistance": "no",
            "short_description": "Misleads divinations for 1 creature or object.",
            "description": "By means of this spell, you misdirect the information from divination spells that reveal auras (_detect evil, detect magic, discern lies_ , and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of _misdirection_ is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (_augury, detect thoughts, clairaudience/clairvoyance_ , and the like).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Owl's Wisdom",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "feathers or droppings from an owl",
                "type": "M"
              },
              {
                "text": "feathers or droppings from an owl",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (feathers or droppings from an owl)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Subject gains +4 to Wis for 1 min./level.",
            "description": "The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive _owl's wisdom_ do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Phantom Steed",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "0 ft.",
            "effects": {
              "Effect": "one quasi-real, horselike creature"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Magic horse appears for 1 hour/level.",
            "description": "You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.\n\nThe mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pounds per caster level.\n\nThese mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels. \n\n_8th Level_ : The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.\n\n_10th Level_ : The mount can use _water walk_ at will (as the spell, no action required to activate this ability).\n\n_12th Level_ : The mount can use _air walk_ at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.\n\n_14th Level_ : The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Phantom Trap",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "special dust worth 50 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (special dust worth 50 gp)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "permanent (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Makes item seem trapped.",
            "description": "This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is \"sprung\"; its primary purpose is to frighten away thieves or make them waste precious time.\n\nIf another _phantom trap_ is active within 50 feet when the spell is cast, the casting fails.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Protection From Arrows",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of tortoiseshell or turtle shell",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a piece of tortoiseshell or turtle shell)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 hour/level or until discharged",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject gains DR 10/magic against ranged attacks.",
            "description": "The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Protection From Energy",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level or until discharged",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Absorbs 12 points/level of damage from one kind of energy.",
            "description": "_Protection from energy_ grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.\n\n_Protection from energy_ overlaps (and does not stack with) _resist energy_. If a character is warded by _protection from energy_ and _resist energy_ , the _protection_ spell absorbs damage until its power is exhausted.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Pyrotechnics",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "one fire source",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (one fire source)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Target": "one fire source, up to a 20-ft. cube"
            },
            "duration": "1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text",
            "saving_throw": "Will negates or Fortitude negates; see text",
            "spell_resistance": "yes or no; see text",
            "short_description": "Turns fire into light or thick smoke.",
            "description": "_Pyrotechnics_ turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.\n\n_Fireworks_ : The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.\n\n_Smoke Cloud_ : A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Rage",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one willing living creature per three levels, no two of which may be more than 30 ft. apart"
            },
            "duration": "concentration + 1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Gives +2 to Str and Con, +1 on Will saves, -2 to AC.",
            "description": "Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Reduce Animal",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "one willing animal of Small, Medium, Large, or Huge size"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Shrinks one willing animal.",
            "description": "This spell functions like _reduce person_ , except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Equipment how to adjust damage for size).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Remove Paralysis",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to four creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Frees one or more creatures from paralysis or slow effect.",
            "description": "You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.\n\nThe spell does not restore ability scores reduced by penalties, damage, or drain.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Rope Trick",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered corn and a twisted loop of parchment",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered corn and a twisted loop of parchment)",
            "range": "touch",
            "effects": {
              "Target": "one touched piece of rope from 5 ft. to 30 ft. long"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "As many as eight creatures hide in extradimensional space.",
            "description": "When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.\n\nSpells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The _rope trick_ spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Scare",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bone from an undead creature",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a bone from an undead creature)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one living creature per three levels, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level or 1 round; see text for cause fear",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Frightens creature of less than 6 HD.",
            "description": "This spell functions like _cause fear_ , except that it causes all targeted creatures of less than 6 HD to become frightened.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Scorching Ray",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one or more rays"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).",
            "description": "You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "See Invisibility",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "talc and powdered silver",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (talc and powdered silver)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Reveals invisible creatures or objects.",
            "description": "You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.\n\nThe spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.\n\n_See invisibility_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Shatter",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "sonic"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a chip of mica",
                "type": "M"
              },
              {
                "text": "a chip of mica",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a chip of mica)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target or Area": "5-ft.-radius spread; or one solid object or one crystalline creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object); Will negates (object) or Fortitude half; see text",
            "spell_resistance": "yes",
            "short_description": "Sonic energy damages objects or creatures composed of crystal.",
            "description": "_Shatter_ creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.\n\nUsed as an area attack, _shatter_ destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.\n\nAlternatively, you can target _shatter_ against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), _shatter_ deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Shield Other",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pair of platinum rings worth 50 gp worn by both you and the target",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "You take half of subject's damage.",
            "description": "This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as _charm_ effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.\n\nIf you and the subject of the spell move out of range of each other, the spell ends.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Silence",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "20-ft.-radius emanation centered on a creature, object, or point in space"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates; see text or none (object)",
            "spell_resistance": "yes; see text or no (object)",
            "short_description": "Negates sound in 20-ft. radius.",
            "description": "Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a _silence_ spell are immune to sonic or language-based attacks, spells, and effects.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Slow",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of molasses",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of molasses)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "One subject/level takes only one action/round, -1 to AC, Reflex saves, and attack rolls.",
            "description": "An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A _slowed_ creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.\n\nMultiple _slow_ effects don't stack. _Slow_ counters and dispels _haste_.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Snare",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              }
            ],
            "casting_time": "3 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level"
            },
            "duration": "Until triggered or broken",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates a magic booby trap.",
            "description": "This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast _snare_ upon it, the cordlike object blends with its surroundings (DC 23 Perception check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.\n\nIf a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.\n\nThe snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Soften Earth And Stone",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "10-ft. square/level; see text"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Turns stone to clay, or dirt to sand or mud.",
            "description": "When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.\n\nA creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.\n\nWhile this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).\n\nA moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Sound Burst",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "sonic"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a musical instrument",
                "type": "F"
              },
              {
                "text": "a musical instrument",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a musical instrument)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "10-ft.-radius spread"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial",
            "spell_resistance": "yes",
            "short_description": "Deals 1d8 sonic damage to subjects; may stun them.",
            "description": "You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Speak With Plants",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You can talk to plants and plant creatures.",
            "description": "You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Spectral Hand",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "one spectral hand"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates disembodied glowing hand to deliver touch attacks.",
            "description": "A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the _spectral hand_. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.\n\nThe hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Spider Climb",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a live spider",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a live spider)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Grants ability to walk on walls and ceilings.",
            "description": "The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A _spider climbing_ creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Spike Growth",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "one 20-ft. square/level"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Reflex partial",
            "spell_resistance": "yes",
            "short_description": "Creatures in area take 1d4 damage, may be slowed.",
            "description": "Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.  \n  \nIn areas of bare earth, roots and rootlets act in the same way. Typically, _spike growth_ can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.\n\nAny creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a _cure_ spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.\n\nMagic traps are hard to detect. A rogue (only) can use the Perception skill to find a _spike growth_. The DC is 25 + spell level, or DC 28 for _spike growth_ (or DC 27 for _spike growth_ cast by a ranger)._Spike growth_ can't be disabled with the Disable Device skill.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Spiritual Weapon",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "magic weapon of force"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Magic weapon attacks on its own.",
            "description": "A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.\n\nEach round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the _spiritual weapon_ is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.\n\nA _spiritual weapon_ cannot be attacked or harmed by physical attacks, but _dispel magic_ , _disintegrate_ , a _sphere of annihilation_ , or a _rod of cancellation_ affects it. A _spiritual weapon_ 's AC against touch attacks is 12 (10 + size bonus for Tiny object).\n\nIf an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the _spiritual weapon_ strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.\n\nThe weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a _spiritual weapon_ of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Status",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Targets": "one living creature touched per three levels"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Monitors condition, position of allies.",
            "description": "When you need to keep track of comrades who may get separated, _status_ allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Suggestion",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "a snake's tongue and a honeycomb",
                "type": "M"
              }
            ],
            "component_text": "V, M (a snake's tongue and a honeycomb)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 hour/level or until completed",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Compels a subject to follow stated course of action.",
            "description": "You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The _suggestion_ must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. \n\nThe suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.\n\nA very reasonable _suggestion_ causes the save to be made with a penalty (such as -1 or -2).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Summon Monster II",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. See the Core Rulebook Table: Summon Monster II for the full creature list.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Summon Nature's Ally II",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 2
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight for you.",
            "description": "This spell functions as _summon nature's ally I_ , except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind. See the Core Rulebook Table: Summon Nature's Ally II for the full creature list.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Summon Swarm",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a square of red cloth",
                "type": "M"
              },
              {
                "text": "a square of red cloth",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a square of red cloth)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one swarm of bats, rats, or spiders"
            },
            "duration": "concentration + 2 rounds",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons swarm of bats, rats, or spiders.",
            "description": "You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Tongues",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "a clay model of a ziggurat",
                "type": "M"
              },
              {
                "text": "a clay model of a ziggurat",
                "type": "DF"
              }
            ],
            "component_text": "V, M/DF (a clay model of a ziggurat)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "no",
            "short_description": "Speak and understand any language.",
            "description": "This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. _Tongues_ does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.\n\n_Tongues_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Touch Of Idiocy",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bloodrager",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "no",
            "spell_resistance": "yes",
            "short_description": "Subject takes 1d6 penalty to Int, Wis, and Cha.",
            "description": "With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.\n\nThis spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Tree Shape",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You look exactly like a tree for 1 hour/level.",
            "description": "This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a _detect magic_ spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss _tree shape_ as a free action (instead of as a standard action).",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Warp Wood",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "1 Small wooden object/level, all within a 20-ft. radius"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Bends wood.",
            "description": "You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.\n\nYou may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.\n\nAlternatively, you can unwarp wood (effectively warping it back to normal) with this spell. _Make whole_ , on the other hand, does no good in repairing a warped item.\n\nYou can combine multiple consecutive _warp wood_ spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Web",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 2
              },
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "spider web",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (spider web)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "webs in a 20-ft.-radius spread"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "Reflex negates; see text",
            "spell_resistance": "no",
            "short_description": "Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.",
            "description": "_Web_ creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.\n\nAnyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.\n\nIf you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.\n\nThe strands of a _web_ spell are flammable. A _flaming weapon_ can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.\n\n_Web_ can be made permanent with a _permanency_ spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Whispering Wind",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 2
              },
              {
                "class": "Bard",
                "level": 2
              },
              {
                "class": "Elementalist Wizard",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Skald",
                "level": 2
              },
              {
                "class": "Sorcerer",
                "level": 2
              },
              {
                "class": "Wizard",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "1 mile/level",
            "effects": {
              "Area": "10-ft.-radius spread"
            },
            "duration": "no more than 1 hour/level or until discharged (destination is reached)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Sends a short message 1 mile/level.",
            "description": "You send a message or sound on the wind to a designated spot. The _whispering wind_ travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A _whispering wind_ is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.\n\nYou can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the _whispering wind_ seem to be a faint stirring of the air. You can likewise cause the _whispering wind_ to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.\n\nWhen the spell reaches its objective, it swirls and remains in place until the message is delivered. As with _magic mouth, whispering wind_ cannot speak verbal components, use command words, or activate magical effects.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Wind Wall",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny fan and an exotic feather",
                "type": "M"
              },
              {
                "text": "a tiny fan and an exotic feather",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a tiny fan and an exotic feather)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "wall up to 10 ft./level long and 5 ft./level high (S)"
            },
            "duration": "1 round/level",
            "saving_throw": "none; see text",
            "spell_resistance": "yes",
            "short_description": "Deflects arrows, smaller creatures, gasses.",
            "description": "An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a _wind wall_. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).\n\nWhile the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square _wind walls_ to enclose specific points.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Wood Shape",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 2
              },
              {
                "class": "Hunter",
                "level": 2
              },
              {
                "class": "Shaman",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Reshapes wooden objects to suit you.",
            "description": "_Wood shape_ enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Zone Of Truth",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 2
              },
              {
                "class": "Inquisitor",
                "level": 2
              },
              {
                "class": "Oracle",
                "level": 2
              },
              {
                "class": "Paladin",
                "level": 2
              },
              {
                "class": "Warpriest",
                "level": 2
              },
              {
                "class": "Witch",
                "level": 2
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "20-ft.-radius emanation"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subjects within range cannot lie.",
            "description": "Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.",
            "source": "Core Rulebook",
            "min_level": 2
          },
          {
            "name": "Animate Dead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "an onyx gem worth at least 25 gp per Hit Die of the undead",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)",
            "range": "touch",
            "effects": {
              "Targets": "one or more corpses touched"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates undead skeletons and zombies.",
            "description": "This spell turns corpses into undead skeletons or zombies that obey your spoken commands.\n\nThe undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.\n\nRegardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of _animate dead_. The _desecrate_ spell doubles this limit.\n\nThe undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.\n\n_Skeletons_ : A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. \n\n_Zombies_ : A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Arcane Sight",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Magical auras become visible to you.",
            "description": "This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a _detect magic_ spell, but _arcane sight_ does not require concentration and discerns aura location and power more quickly.\n\nYou know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the _detect magic_ spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)\n\nIf you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.\n\nAs with _detect magic_ , you can use this spell to identify the properties of magic items, but not artifacts.\n\n_Arcane sight_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Beast Shape I",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You take the form and some of the powers of a Small or Medium animal.",
            "description": "When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.\n\n_Small animal_ : If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.\n\n_Medium animal_ : If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Bestow Curse",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "curse"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "permanent",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.",
            "description": "You place a curse on the subject. Choose one of the following.\n\n  * -6 decrease to an ability score (minimum 1).\n  * -4 penalty on attack rolls, saves, ability checks, and skill checks.\n  * Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\n\n\nYou may also invent your own curse, but it should be no more powerful than those described above.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a _break enchantment_ , _limited wish_ , _miracle_ , _remove curse_ , or _wish_ spell.\n\n_Bestow curse_ counters _remove curse_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Black Tentacles",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "octopus or squid tentacle",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (octopus or squid tentacle)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "20-ft.-radius spread"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Tentacles grapple all creatures within a 20-ft. spread.",
            "description": "This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. \n\nEvery creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that _black tentacles_ is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.\n\nIf the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The _black tentacles_ spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that _black tentacles_ succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of _black tentacles_ , for the purposes of escaping the grapple, is equal to 10 + its CMB.\n\nThe tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Blink",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You randomly vanish and reappear for 1 round per level.",
            "description": "You \"blink\" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. _Blink_ has several effects, as follows.\n\nPhysical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).\n\nIf the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.\n\nAny individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).\n\nWhile blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.\n\nYou take only half damage from falling, since you fall only while you are material.\n\nWhile blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.\n\nSince you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.\n\nAn ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.\n\nAn ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.\n\nForce effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Call Lightning",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "electricity"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "one or more 30-ft.-long vertical lines of lightning"
            },
            "duration": "1 min./level",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "Calls down lightning bolts (3d6 per bolt) from sky.",
            "description": "Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.\n\nYou need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).\n\nIf you are outdoors and in a stormy area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)--each bolt deals 3d10 points of electricity damage instead of 3d6.\n\nThis spell functions indoors or underground but not underwater.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Charm Monster",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 day/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Makes monster believe it is your ally.",
            "description": "This spell functions like _charm person_ , except that the effect is not restricted by creature type or size.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Clairaudience/Clairvoyance",
            "school": "divination",
            "subschool": [
              "scrying"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small horn or a glass eye",
                "type": "F"
              },
              {
                "text": "a small horn or a glass eye",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a small horn or a glass eye)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "magical sensor"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Hear or see at a distance for 1 min./level.",
            "description": "_Clairaudience/clairvoyance_ creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. _Clairaudience/clairvoyance_ functions only on the plane of existence you are currently occupying.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Command Plants",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 day/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Sway the actions of plant creatures.",
            "description": "This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.\n\nYou can affect a number of plant creatures whose combined level or HD do not exceed twice your level.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Confusion",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "three nutshells",
                "type": "M"
              },
              {
                "text": "three nutshells",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (three nutshells)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "all creatures in a 15-ft.-radius burst"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subjects behave oddly for 1 round/level.",
            "description": "This spell causes confusion in the targets __, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.\n\n##### d%\n\nd%| Behavior  \n---|---  \n01-25| Act normally  \n26-50| Do nothing but babble incoherently  \n51-75| Deal 1d8 points of damage + Str modifier to self with item in hand  \n76-100| Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)\n\nA confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Contagion",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "disease",
              "evil"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Infects subject with chosen disease.",
            "description": "The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Create Food And Water",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "food and water to sustain three humans or one horse/level for 24 hours"
            },
            "duration": "24 hours; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Feeds three humans (or one horse)/level.",
            "description": "The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a _purify food and water_ spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Crushing Despair",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "M"
              }
            ],
            "component_text": "V, S, M",
            "range": "30 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subjects take -2 on attack rolls, damage rolls, saves, and checks.",
            "description": "An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.\n\n_Crushing despair_ counters and dispels _good hope_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Cure Serious Wounds",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless); see text",
            "spell_resistance": "yes (harmless); see text",
            "short_description": "Cures 3d8 damage + 1/level (max +15).",
            "description": "This spell functions like _cure light wounds_ , except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Daylight",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "60-ft. radius of bright light.",
            "description": "You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.\n\nIf _daylight_ is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.\n\n_Daylight_ brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\n\n_Daylight_ counters or dispels any darkness spell of equal or lower level, such as _darkness_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Deep Slumber",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Puts 10 HD of creatures to sleep.",
            "description": "This spell functions like _sleep_ , except that it affects 10 HD of targets.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Deeper Darkness",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "darkness"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "bat fur and a piece of coal",
                "type": "M"
              },
              {
                "text": "bat fur and a piece of coal",
                "type": "DF"
              }
            ],
            "component_text": "V, M/DF (bat fur and a piece of coal)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Object sheds shadows in 60-ft. radius.",
            "description": "This spell functions as _darkness_ , except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. \n\nThis spell does not stack with itself. _Deeper darkness_ can be used to counter or dispel any light spell of equal or lower spell level.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Dimension Door",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Target": "you and touched objects or other touched willing creatures"
            },
            "duration": "instantaneous",
            "saving_throw": "none and Will negates (object)",
            "spell_resistance": "no and yes (object)",
            "short_description": "Teleports you a short distance.",
            "description": "You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired--whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\n\nIf you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.\n\nIf there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Dimensional Anchor",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes (object)",
            "short_description": "Bars extradimensional movement.",
            "description": "A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a _dimensional anchor_ include _astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport_ , and similar spell-like abilities. The spell also prevents the use of a _gate_ or _teleportation circle_ for the duration of the spell.\n\nA _dimensional anchor_ does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, _dimensional anchor_ does not prevent summoned creatures from disappearing at the end of a summoning spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Diminish Plants",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "see text",
            "effects": {
              "Target or Area": "see text"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reduces size or blights growth of normal plants.",
            "description": "This spell has two versions.\n\n_Prune Growth_ : This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of _diminish plants_ automatically dispels any spells or effects that enhance plants, such as _entangle, plant growth_ , and _wall of thorns_.\n\nAt your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected.\n\n_Stunt Growth_ : This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal. \n\nThis spell has no effect on plant creatures.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Discern Lies",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "concentration, up to 1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "no",
            "short_description": "Reveals deliberate falsehoods.",
            "description": "Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.\n\nEach round, you may concentrate on a different target.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Dispel Magic",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target or Area": "one spellcaster, creature, or object"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Cancels one magical spell or effect.",
            "description": "You can use _dispel magic_ to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by _dispel magic_. _Dispel magic_ can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the _dispel magic_ can take effect. \n\nYou choose to use _dispel magic_ in one of two ways: a targeted dispel or a counterspell.\n\n_Targeted Dispel_ : One object, creature, or spell is the target of the _dispel magic_ spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.\n\nFor example, a 7th-level caster casts _dispel magic_ , targeting a creature affected by _stoneskin_ (caster level 12th) and _fly_ (caster level 6th). The caster level check results in a 19. This check is not high enough to end the _stoneskin_ (which would have required a 23 or higher), but it is high enough to end the _fly_ (which only required a 17). Had the dispel check resulted in a 23 or higher, the _stoneskin_ would have been dispelled, leaving the _fly_ intact. Had the dispel check been a 16 or less, no spells would have been affected.\n\nYou can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a _wall of fire_). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.\n\nIf you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by _summon monster_), you make a dispel check to end the spell that conjured the object or creature.\n\nIf the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a _bag of holding_) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.\n\nYou automatically succeed on your dispel check against any spell that you cast yourself.\n\n_Counterspell_ : When _dispel magic_ is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, _dispel magic_ may not work; you must make a dispel check to counter the other spellcaster's spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Displacement",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "a small loop of leather",
                "type": "M"
              }
            ],
            "component_text": "V, M (a small loop of leather)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Attacks miss subject 50% of the time.",
            "description": "The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, _displacement_ does not prevent enemies from targeting the creature normally. _True seeing_ reveals its true location and negates the miss chance.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Dominate Animal",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one animal"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "One animal obeys your silent mental commands and orders.",
            "description": "This spell allows you to enchant the targeted animal and direct it with simple commands such as \"Attack,\" \"Run,\" and \"Fetch.\" Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.\n\n_Dominate animal_ establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Enlarge Person, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered iron",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered iron)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "One humanoid creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "1 humanoid creature/level doubles in size.",
            "description": "This spell functions like _enlarge person_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Explosive Runes",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "one touched object weighing no more than 10 lbs."
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "short_description": "Deals 6d6 damage when read.",
            "description": "You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The _explosive runes_ detonate when read, dealing 6d6 points of force damage. Anyone next to the _explosive runes_ (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the _explosive runes_ is entitled to a Reflex save for half damage. The object on which the _explosive runes_ were written also takes full damage (no saving throw).\n\nYou and any characters you specifically instruct can read the protected writing without triggering the _explosive runes_. Likewise, you can remove the _explosive runes_ whenever desired. Another creature can remove them with a successful _dispel magic_ or _erase_ spell, but attempting to dispel or erase the _explosive runes_ and failing to do so triggers the explosion.\n\nMagic traps such as _explosive runes_ are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart _explosive runes_. The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for _explosive runes_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Fear",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the heart of a hen or a white feather",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the heart of a hen or a white feather)",
            "range": "30 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "1 round/level or 1 round; see text",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Subjects within cone flee for 1 round/level.",
            "description": "An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Fire Shield",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire",
              "cold"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "phosphorus for the warm shield; a firefly or glowworm for the chill shield",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Creatures attacking you take fire damage; you're protected from heat or cold.",
            "description": "This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your _fire shield_.\n\nAny creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a _chill shield_) or fire damage (if you choose a _warm shield_). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.\n\nWhen casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the _chill shield_ is cast, violet or red if the _warm shield_ is employed. The special powers of each version are as follows.\n\n_Chill Shield_ : The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.\n\n_Warm Shield_ : The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Fireball",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a ball of bat guano and sulfur",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a ball of bat guano and sulfur)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "20-ft.-radius spread"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "1d6 fire damage per level, 20-ft. radius.",
            "description": "A _fireball_ spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.\n\nYou point your finger and determine the range (distance and height) at which the _fireball_ is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the _fireball_ at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must \"hit\" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.\n\nThe _fireball_ sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the _fireball_ may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Flame Arrow",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of oil and a small piece of flint",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of oil and a small piece of flint)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "fifty projectiles, all of which must be together at the time of casting"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Arrows deal +1d6 fire damage.",
            "description": "This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Fly",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a wing feather",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a wing feather)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject flies at a speed of 60 ft.",
            "description": "The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a _fly_ spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a _fly_ spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the _fly_ spell is dispelled, but not if it is negated by an _antimagic field_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Gaseous Form",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "S"
              },
              {
                "text": "a bit of gauze and a wisp of smoke",
                "type": "M"
              },
              {
                "text": "a bit of gauze and a wisp of smoke",
                "type": "DF"
              }
            ],
            "component_text": "S, M/DF (a bit of gauze and a wisp of smoke)",
            "range": "touch",
            "effects": {
              "Target": "willing corporeal creature touched"
            },
            "duration": "2 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Become insubstantial and fly slowly.",
            "description": "The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the _gaseous form_ spell takes effect.\n\nA gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Geas, Lesser",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "curse",
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature with 7 HD or less"
            },
            "duration": "1 day/level or until discharged (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Commands subject of 7 HD or less.",
            "description": "A _lesser geas_ places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a _geas_ cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.\n\nThe _geased_ creature must follow the given instructions until the _geas_ is completed, no matter how long it takes.\n\nIf the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.\n\nIf the subject is prevented from obeying the _lesser geas_ for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8\\. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the _lesser geas_.\n\nA _lesser geas_ (and all ability score penalties) can be ended by _break enchantment_ , _limited wish_ , _remove curse_ , _miracle_ , or _wish_. _Dispel magic_ does not affect a _lesser geas_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Glibness",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "S"
              }
            ],
            "component_text": "S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.",
            "description": "Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.  \n  \nIf a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Glyph Of Warding",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered diamond worth 200 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered diamond worth 200 gp)",
            "range": "touch",
            "effects": {
              "Target or Area": "object touched or up to 5 sq. ft./level"
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "see text",
            "spell_resistance": "no (object) and yes; see text",
            "short_description": "Inscription harms those who pass it.",
            "description": "This powerful inscription harms those who enter, pass, or open the warded area or object. A _glyph of warding_ can guard a bridge or passage, ward a portal, trap a chest or box, and so on.\n\nYou set all of the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three different drawers, each can be separately warded.\n\nWhen casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.\n\nGlyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. _Mislead_ , _polymorph_ , and _nondetection_(and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't. _Read magic_ allows you to identify a _glyph of warding_ with a DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).\n\n_Note_ Magic traps such as _glyph of warding_ are hard to detect and disable. While any character can use Perception to find a glyph, only a character with the trapfinding class feature can use Disable Device to disarm it.\n\nDepending on the version selected, a glyph either blasts the intruder or activates a spell.\n\n_Blast Glyph_ A _blast glyph_ deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.\n\n_Spell Glyph_ You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph _._ If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Good Hope",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one living creature/level, no two of which may be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subjects gain +2 on attack rolls, damage rolls, saves, and checks.",
            "description": "This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.\n\n_Good hope_ counters and dispels _crushing despair_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Halt Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of sulfur and powdered garlic",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a pinch of sulfur and powdered garlic)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "up to three undead creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates (see text)",
            "spell_resistance": "yes",
            "short_description": "Immobilizes undead for 1 round/level.",
            "description": "This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of _hold person_ on a living creature). The effect is broken if the _halted_ creatures are attacked or take damage.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Heal Mount",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Paladin",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "your mount touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "As heal on horse or other special mount.",
            "description": "This spell functions like _heal_ , but it affects only the paladin's special mount (typically a horse).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Helping Hand",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "5 miles",
            "effects": {
              "Effect": "ghostly hand"
            },
            "duration": "1 hour/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Ghostly hand leads subject to you.",
            "description": "You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.\n\nWhen the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away he is.\n\nOnce the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.  \n  \nThe subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on its own devices to locate you.\n\nIf more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.\n\nIf, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.\n\nThe ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Illusory Script",
            "school": "illusion",
            "subschool": [
              "phantasm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 minute per page",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "lead-based ink worth 50 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (lead-based ink worth 50 gp)",
            "range": "touch",
            "effects": {
              "Target": "one touched object weighing no more than 10 lbs."
            },
            "duration": "one day/level (D)",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Only select creatures can read text.",
            "description": "You write instructions or other information on parchment, paper, or any suitable writing material. The _illusory script_ appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character __.\n\nAny unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a _suggestion_ implanted in the script by you at the time the _illusory script_ spell was cast. The _suggestion_ lasts only 30 minutes. Typical _suggestions_ include \"Close the book and leave,\" \"Forget the existence of this note,\" and so forth. If successfully dispelled by _dispel magic_ , the _illusory script_ and its secret message disappear. The hidden message can be read by a combination of the _true seeing_ spell with the _read magic_ or _comprehend languages_ spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Inflict Serious Wounds",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Touch attack, 3d8 damage +1/level (max +15).",
            "description": "This spell functions like _inflict light wounds_ , except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Invisibility Purge",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Dispels invisibility within 5 ft./level.",
            "description": "You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.\n\nAnything invisible becomes visible while in the area.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Invisibility Sphere",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "M"
              }
            ],
            "component_text": ": V, S, M",
            "range": null,
            "effects": {
              "Area": "10-ft.-radius emanation around the creature"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Makes everyone within 10 ft. invisible.",
            "description": "This spell functions like _invisibility_ , except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.\n\nThose affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the _invisibility sphere_ ends.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Invisibility, Greater",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": "personal or touch",
            "effects": {
              "Target": "you or creature touched"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless) or yes (harmless, object)",
            "short_description": "As invisibility, but subject can attack and stay invisible.",
            "description": "This spell functions like _invisibility_ , except that it doesn't end if the subject attacks.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Keen Edge",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one weapon or 50 projectiles, all of which must be together at the time of casting"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Doubles normal weapon's threat range.",
            "description": "This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20\\. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the _keen edge_ on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.\n\nMultiple effects that increase a weapon's threat range (such as the _keen_ special weapon property and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Lightning Bolt",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "electricity"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "fur and a glass rod",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (fur and a glass rod)",
            "range": "120 ft.",
            "effects": {
              "Area": "120-ft. line"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "Electricity deals 1d6/level damage.",
            "description": "You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.\n\nThe _lightning bolt_ sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Locate Creature",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "fur from a bloodhound",
                "type": "M"
              }
            ],
            "component_text": ": V, S, M (fur from a bloodhound)",
            "range": null,
            "effects": {},
            "duration": "10 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Indicates direction to familiar creature.",
            "description": "This spell functions like _locate object_ , except this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.\n\nThe spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.\n\nRunning water blocks the spell. It cannot detect objects. It can be fooled by _mislead_ , _nondetection_ , and _polymorph_ spells.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Circle Against Chaos",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "lawful"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As protection spells, but 10-ft. radius and 10 min./level.",
            "description": "This spell functions like _magic circle against evil_ , except that it is similar to _protection from chaos_ instead of _protection from evil_ , and it can imprison a nonlawful called creature.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Circle Against Evil",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a 3-ft.-diameter circle of powdered silver",
                "type": "M"
              },
              {
                "text": "a 3-ft.-diameter circle of powdered silver",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a 3-ft.-diameter circle of powdered silver)",
            "range": "touch",
            "effects": {
              "Area": "10-ft.-radius emanation from touched creature"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "no; see text",
            "short_description": "As protection spells, but 10-ft. radius and 10 min./level.",
            "description": "All creatures within the area gain the effects of a _protection from evil_ spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of _protection from evil_), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.\n\nThis spell has an alternative version that you may choose when casting it. A _magic circle against evil_ can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the _magic circle_. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal _protection from evil_ spell for that creature only.\n\nThis spell is not cumulative with _protection from evil_ and vice versa.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Circle Against Good",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As protection spells, but 10-ft. radius and 10 min./level.",
            "description": "This spell functions like _magic circle against evil_ , except that it is similar to _protection from good_ instead of _protection from evil_ , and it can imprison a nonevil called creature.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Circle Against Law",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "chaotic"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As protection spells, but 10-ft. radius and 10 min./level.",
            "description": "This spell functions like _magic circle against evil_ , except that it is similar to _protection from law_ instead of _protection from evil_ , and it can imprison a nonchaotic called creature.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Fang, Greater",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "One natural weapon gets + 1/four levels (max. +5).",
            "description": "This spell functions like _magic fang_ , except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.\n\nAlternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).\n\n_Greater magic fang_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Vestment",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "armor or shield touched"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Armor or shield gains +1 enhancement per four levels.",
            "description": "You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).\n\nAn outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Magic Weapon, Greater",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered lime and carbon",
                "type": "M"
              },
              {
                "text": "powdered lime and carbon",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (powdered lime and carbon)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one weapon or 50 projectiles (all of which must be together at the time of casting)"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Weapon gains +1 bonus/four levels (max +5).",
            "description": "This spell functions like _magic weapon_ , except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.\n\nAlternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Major Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": "Concentration + 3 rounds",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As silent image, plus sound, smell and thermal effects.",
            "description": "This spell functions like _silent image_ , except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.   \n  \nThe image disappears when struck by an opponent unless you cause the illusion to react appropriately.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Meld Into Stone",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You and your gear merge with stone.",
            "description": "_Meld into stone_ enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.\n\nWhile in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.\n\nAny time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Minor Creation",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny piece of matter of the same sort of item you plan to create with minor creation",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)",
            "range": "0 ft.",
            "effects": {
              "Effect": "unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates one cloth or wood object.",
            "description": "You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.\n\nAttempting to use any created object as a material component causes the spell to fail.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Neutralize Poison",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "charcoal",
                "type": "M"
              },
              {
                "text": "charcoal",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (charcoal)",
            "range": "touch",
            "effects": {
              "Target": "creature or object of up to 1 cu. ft./level touched"
            },
            "duration": "instantaneous or 10 min./level; see text",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Immunizes subject against poison, detoxifies venom in or on subject.",
            "description": "You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.\n\nThis spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Nondetection",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond dust worth 50 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (diamond dust worth 50 gp)",
            "range": "touch",
            "effects": {
              "Target": "creature or object touched"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Hides subject from divination, scrying.",
            "description": "The warded creature or object becomes difficult to detect by divination spells such as _clairaudience/clairvoyance, locate object_ , and _detect_ spells. _Nondetection_ also prevents location by such magic items as _crystal ball_ s. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast _nondetection_. If you cast _nondetection_ on yourself or on an item currently in your possession, the DC is 15 + your caster level.\n\nIf cast on a creature, _nondetection_ wards the creature's gear as well as the creature itself.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Plant Growth",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "see text",
            "effects": {
              "Target or Area": "see text"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Grows vegetation, improves crops.",
            "description": "_Plant growth_ has different effects depending on the version chosen.\n\n_Overgrowth_ : This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.\n\n_Enrichment_ : This effect targets plants within a range of a half-mile, raising their potential productivity over the course of the next year to one-third above normal.\n\n_Plant growth_ counters _diminish plants_.\n\nThis spell has no effect on plant creatures.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Poison",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "poison"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous; see text",
            "saving_throw": "Fortitude negates; see text",
            "spell_resistance": "yes",
            "short_description": "Touch deals 1d3 Con damage 1/round for 6 rounds.",
            "description": "Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Prayer",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "40 ft.",
            "effects": {
              "Area": "all allies and foes within a 40-ft.-radius burst centered on you"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Allies get +1 bonus on most rolls, enemies -1 penalty.",
            "description": "You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Quench",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target or Area": "one 20-ft. cube/level (S) or one fire-based magic item"
            },
            "duration": "instantaneous",
            "saving_throw": "none or Will negates (object)",
            "spell_resistance": "no or yes (object)",
            "short_description": "Extinguishes fires.",
            "description": "_Quench_ is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.\n\nEach creature with the fire subtype within the area of a _quench_ spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).\n\nAlternatively, you can target the spell on a single magic item that creates or controls flame __. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Ray Of Exhaustion",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of sweat",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of sweat)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "1 min./level",
            "saving_throw": "Fortitude partial; see text",
            "spell_resistance": "yes",
            "short_description": "Ray makes subject exhausted.",
            "description": "A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.\n\nThe subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.\n\nA character that is already fatigued instead becomes exhausted.\n\nThis spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Reduce Person, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of powdered iron",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a pinch of powdered iron)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "As reduce person, but affects 1 humanoid creature/level.",
            "description": "This spell functions like _reduce person_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Remove Blindness/Deafness",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Cures normal or magical blindness or deafness.",
            "description": "_Remove blindness/deafness_ cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.\n\n_Remove blindness/deafness_ counters and dispels _blindness/deafness_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Remove Curse",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Paladin",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature or object touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Frees object or person from curse.",
            "description": "_Remove curse_ can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. _Remove curse_ does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.\n\n_Remove curse_ counters and dispels _bestow curse_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Remove Disease",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 3
              },
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Cures all diseases affecting subject.",
            "description": "_Remove disease_ can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.\n\nSince the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Repel Vermin",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "pain"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "10 ft.",
            "effects": {
              "Area": "10-ft.-radius emanation centered on you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none or Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Insects, spiders, and other vermin stay 10 ft. away.",
            "description": "An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.\n\nA vermin with HD of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Scrying",
            "school": "divination",
            "subschool": [
              "scrying"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 hour",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pool of water",
                "type": "M"
              },
              {
                "text": "a pool of water",
                "type": "DF"
              },
              {
                "text": "a silver mirror worth 1,000 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)",
            "range": "see text",
            "effects": {
              "Effect": "magical sensor"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Spies on subject from a distance.",
            "description": "You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.\n\n##### Knowledge\n\nKnowledge| Will Save Modifier  \n---|---  \nNone*| +10  \nSecondhand (you have heard of the subject)| +5  \nFirsthand (you have met the subject)| +0  \nFamiliar (you know the subject well)| -5  \nConnection| Will Save Modifier  \nLikeness or picture| -2  \nPossession or garment| -4  \nBody part, lock of hair, bit of nail, etc.| -10  \n*You must have some sort of connection (see below) to a creature of which you have no knowledge.\n\nIf the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.  \n  \nAs with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: _detect chaos_ , _detect evil_ , _detect good_ , _detect law_ , _detect magic_ , and _message_.\n\nIf the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Sculpt Sound",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature or object/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Creates new sounds or changes existing ones into new sounds.",
            "description": "You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it. You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. \n\nA spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Searing Light",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Ray deals 1d8/two levels damage (more against undead).",
            "description": "Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Secret Page",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered herring scales and a vial of will-o'-wisp essence",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered herring scales and a vial of will-o'-wisp essence)",
            "range": "touch",
            "effects": {
              "Target": "page touched, up to 3 sq. ft. in size"
            },
            "duration": "permanent",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Changes one page to hide its real content.",
            "description": "_Secret page_ alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster. This spell cannot be used to change a spell contained on a scroll, but it can be used to hide a scroll. _Explosive runes_ or _sepia snake sigil_ can be cast upon the _secret page_.\n\nA _comprehend languages_ spell alone cannot reveal a _secret page_ 's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its _secret page_ form at will. You can also remove the spell by double repetition of the special word. A _detect magic_ spell reveals dim magic on the page in question but does not reveal its true contents. _True seeing_ reveals the presence of the hidden material but does not reveal the contents unless cast in combination with _comprehend languages_. A _secret page_ spell can be dispelled, and the hidden writings can be destroyed by means of an _erase_ spell.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Sepia Snake Sigil",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered amber worth 500 gp and a snake scale",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered amber worth 500 gp and a snake scale)",
            "range": "touch",
            "effects": {
              "Target": "one touched book or written work"
            },
            "duration": "permanent or until discharged; until released or 1d4 days + 1 day/level; see text",
            "saving_throw": "Reflex negates",
            "spell_resistance": "no",
            "short_description": "Creates text symbol that immobilizes reader.",
            "description": "You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the _sepia snake sigil_ springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader.\n\nSimply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the _sepia snake_ dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed.\n\nWhile trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.\n\nThe hidden sigil cannot be detected by normal observation, and _detect magic_ reveals only that the entire text is magical.\n\nA _dispel magic_ can remove the sigil. An _erase_ spell destroys the entire page of text.\n\n_Sepia snake sigil_ can be cast in combination with other spells that hide or garble text, such as _secret page_.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Shrink Item",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "one touched object of up to 2 cu. ft./level"
            },
            "duration": "1 day/level; see text",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Object shrinks to one-sixteenth size.",
            "description": "You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a _shrink item_ spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.\n\n_Shrink item_ can be made permanent with a _permanency_ spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Sleet Storm",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "dust and water",
                "type": "M"
              },
              {
                "text": "dust and water",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (dust and water)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "cylinder (40-ft. radius, 20 ft. high)"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Hampers vision and movement.",
            "description": "Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).\n\nThe sleet extinguishes torches and small fires.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Speak With Dead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "language-dependent"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Inquisitor",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "10 ft.",
            "effects": {
              "Target": "one dead creature"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "no",
            "short_description": "Corpse answers one question/two levels.",
            "description": "You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.\n\nIf the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.\n\nIf the corpse has been subject to _speak with dead_ within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Stinking Cloud",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "poison"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a rotten egg or cabbage leaves",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a rotten egg or cabbage leaves)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "cloud spreads in 20-ft. radius, 20 ft. high"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates; see text",
            "spell_resistance": "no",
            "short_description": "Nauseating vapors, 1 round/level.",
            "description": "_Stinking cloud_ creates a bank of fog like that created by _fog cloud_ , except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.\n\n_Stinking cloud_ can be made permanent with a _permanency_ spell. A permanent _stinking cloud_ dispersed by wind reforms in 10 minutes.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Stone Shape",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "soft clay",
                "type": "M"
              },
              {
                "text": "soft clay",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (soft clay)",
            "range": "touch",
            "effects": {
              "Target": "stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Sculpts stone into any shape.",
            "description": "You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with _stone shape_ , fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Stoneskin",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "granite and diamond dust worth 250 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (granite and diamond dust worth 250 gp)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level or until discharged",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Grants DR 10/adamantine.",
            "description": "The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Summon Monster III",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "(Evil creatures only.) Summons extraplanar creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.\n\n##### Table: Summon Monster III\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Summon Monster IV",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature to fight for you.",
            "description": "This spell functions like _summon monster I_ except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster IV\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Summon Nature's Ally III",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight for you.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally III\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Tiny Hut",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bard",
                "level": 3
              },
              {
                "class": "Skald",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small crystal bead",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a small crystal bead)",
            "range": "20 ft.",
            "effects": {
              "Effect": "20-ft.-radius sphere centered on your location"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates shelter for 10 creatures.",
            "description": "You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.\n\nThe temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.\n\nThe interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Vampiric Touch",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous/1 hour; see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp.",
            "description": "You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Wall Of Fire",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of phosphor",
                "type": "M"
              },
              {
                "text": "a piece of phosphor",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a piece of phosphor)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high"
            },
            "duration": "concentration + 1 round/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "2d4 fire damage to 10 ft. and 1d4 to 20 ft. Passing through wall deals 2d6 damage +1/level.",
            "description": "An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.\n\nIf you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)\n\n_Wall of fire_ can be made permanent with a _permanency_ spell. A permanent _wall of fire_ that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Wall Of Ice",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of quartz or rock crystal",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of quartz or rock crystal)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level"
            },
            "duration": "1 min./level",
            "saving_throw": "Reflex negates; see text",
            "spell_resistance": "yes",
            "short_description": "Ice plane creates wall or hemisphere creates dome.",
            "description": "This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A _wall of ice_ cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a _wall of ice_ , and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a _wall of ice_ creates a great cloud of steamy fog that lasts for 10 minutes.\n\n_Ice Plane_ : A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a _wall of ice_ 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.\n\nEach 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.\n\nEven when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save).\n\n_Hemisphere_ : The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The _hemisphere_ is as hard to break through as the _ice plane_ form, but it does not deal damage to those who go through a breach.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Water Breathing",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 3
              },
              {
                "class": "Arcanist",
                "level": 3
              },
              {
                "class": "Bloodrager",
                "level": 3
              },
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Druid",
                "level": 3
              },
              {
                "class": "Elementalist Wizard",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Magus",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Sorcerer",
                "level": 3
              },
              {
                "class": "Summoner",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Wizard",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "short reed or piece of straw",
                "type": "M"
              },
              {
                "text": "short reed or piece of straw",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (short reed or piece of straw)",
            "range": "touch",
            "effects": {
              "Target": "living creatures touched"
            },
            "duration": "2 hours/level; see text",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subjects can breathe underwater.",
            "description": "The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Water Walk",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "water"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 3
              },
              {
                "class": "Hunter",
                "level": 3
              },
              {
                "class": "Oracle",
                "level": 3
              },
              {
                "class": "Ranger",
                "level": 3
              },
              {
                "class": "Shaman",
                "level": 3
              },
              {
                "class": "Warpriest",
                "level": 3
              },
              {
                "class": "Witch",
                "level": 3
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "one touched creature/level"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject treads on water as if solid.",
            "description": "The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.\n\nIf the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.",
            "source": "Core Rulebook",
            "min_level": 3
          },
          {
            "name": "Air Walk",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature (Gargantuan or smaller) touched"
            },
            "duration": "10 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject treads on air as if solid (climb or descend at 45-degree angle).",
            "description": "The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.\n\nA strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the _air walk_ spell is dispelled, but not if it is negated by an _antimagic field_.\n\nYou can cast _air walk_ on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of _air walk_ (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Animal Growth",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one animal (Gargantuan or smaller)"
            },
            "duration": "1 min./level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "One animal doubles in size.",
            "description": "The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.\n\nAny enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.\n\nThe spell gives no means of command over an enlarged animal.\n\nMultiple magical effects that increase size do not stack.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Antiplant Shell",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "10 ft.",
            "effects": {
              "Area": "10-ft.-radius emanation, centered on you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Keeps animated plants at bay.",
            "description": "The _antiplant shell_ spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Arcane Eye",
            "school": "divination",
            "subschool": [
              "scrying"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of bat fur",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a bit of bat fur)",
            "range": "unlimited",
            "effects": {
              "Effect": "magical sensor"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Invisible floating eye moves 30 ft./round.",
            "description": "You create an invisible magical sensor that sends you visual information. You can create the _arcane eye_ at any point you can see, but it can then travel outside your line of sight without hindrance. An _arcane eye_ travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.\n\nThe eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a _gate_ or similar magical portal.\n\nYou must concentrate to use an _arcane eye_. If you do not concentrate, the eye is inert until you again concentrate.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Baleful Polymorph",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "permanent",
            "saving_throw": "Fortitude negates, Will partial, see text",
            "spell_resistance": "yes",
            "short_description": "Turns subject into harmless animal.",
            "description": "As _beast shape III_ , except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.\n\nIf the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.\n\nAny polymorph effects on the target are automatically dispelled when a target fails to resist the effects of _baleful polymorph_ , and as long as _baleful polymorph_ remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to _baleful polymorph_ , and a creature with the shapechanger subtype can revert to its natural form as a standard action.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Bear's Endurance, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bear",
                "type": "M"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bear",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a few hairs, or a pinch of dung, from a bear)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "As bear's endurance, affects one subject/level.",
            "description": "_Mass bear's endurance_ works like _bear's endurance_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Beast Shape II",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You take the form and some of the powers of a Tiny or Large animal.",
            "description": "This spell functions as _beast shape I_ , except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.\n\n_Tiny animal_ : If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.\n\n_Large animal_ : If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Blight",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "plant touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude half; see text",
            "spell_resistance": "yes",
            "short_description": "Withers one plant or deals 1d6/level damage to plant creature.",
            "description": "This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.\n\nThis spell has no effect on the soil or surrounding plant life.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Break Enchantment",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to one creature per level, all within 30 ft. of each other"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Frees subjects from enchantments, transmutations, and curses.",
            "description": "This spell frees victims from enchantments, transmutations, and curses. _Break enchantment_ can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.\n\nIf the spell is one that cannot be dispelled by _dispel magic_ or _stone to flesh_ , _break enchantment_ works only if that spell is 5th level or lower. \n\nIf the effect comes from a permanent magic item, _break enchantment_ does not remove the curse from the item, but it does free the victim from the item's effects.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Bull's Strength, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bull",
                "type": "M"
              },
              {
                "text": "a few hairs, or a pinch of dung, from a bull",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a few hairs, or a pinch of dung, from a bull)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "As bull's strength, affects 1 subject per level.",
            "description": "This spell functions like _bull's strength_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Cat's Grace, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "pinch of cat fur",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (pinch of cat fur)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "As cat's grace, affects 1 subject/level.",
            "description": "This spell functions like _cat's grace_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Chaos Hammer",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "chaotic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "20-ft.-radius burst"
            },
            "duration": "instantaneous (1d6 rounds); see text",
            "saving_throw": "Will partial; see text",
            "spell_resistance": "yes",
            "short_description": "Harms and slows lawful creatures (1d8 damage/2 levels).",
            "description": "You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.\n\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the _slow_ spell). A successful Will save reduces the damage by half and negates the slow effect.\n\nThe spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Commune With Nature",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Learn about terrain for 1 mile/level.",
            "description": "You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.\n\nIn outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings--caves, caverns, and the like--the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Contact Other Plane",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "concentration",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Lets you ask question of extraplanar entity.",
            "description": "You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or some other one-word answer.\n\nYou must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.\n\nContact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.\n\n_Avoid Int/Cha Decrease_ : You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. You cannot take 10 on this check. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.\n\n_True Answer_ : You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.\n\n_Don't Know_ : The entity tells you that it doesn't know.\n\n_Lie_ : The entity intentionally lies to you.\n\n_Random Answer_ : The entity tries to lie but doesn't know the answer, so it makes one up.\n\n##### Contact Other Plane\n\nPlane Contacted| Avoid Int/Cha Decrease| True Answer| Don't Know| Lie| Random Answer  \n---|---|---|---|---|---  \nElemental Plane| DC 7/1 week| 01-34| 35-62| 63-83| 84-100  \nPositive/Negative Energy Plane| DC 8/1 week| 01-39| 40-65| 66-86| 87-100  \nAstral Plane| DC 9/1 week| 01-44| 45-67| 68-88| 89-100  \nOuter Plane, demigod| DC 10/2 weeks| 01-49| 50-70| 71-91| 92-100  \nOuter Plane, lesser deity| DC 12/3 weeks| 01-60| 61-75| 76-95| 96-100  \nOuter Plane, intermediate deity| DC 14/4 weeks| 01-73| 74-81| 82-98| 99-100  \nOuter Plane, greater deity| DC 16/5 weeks| 01-88| 89-90| 91-99| 100",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Control Water",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "water"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pinch of dust for lower water or a drop of water for raise water",
                "type": "M"
              },
              {
                "text": "a pinch of dust for lower water or a drop of water for raise water",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none; see text",
            "spell_resistance": "no",
            "short_description": "Raises or lowers bodies of water.",
            "description": "This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.\n\n_Lower Water_ : This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a _slow_ spell (Will negates). The spell has no effect on other creatures.\n\n_Raise Water_ : This causes water or similar liquid to rise in height, just as the _lower water_ version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.\n\nWith either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Cure Critical Wounds",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless); see text",
            "spell_resistance": "yes (harmless); see text",
            "short_description": "Cures 4d8 damage + 1/level (max +20).",
            "description": "This spell functions like _cure light wounds_ , except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Death Ward",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Grants bonuses against death spells and negative energy.",
            "description": "The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.\n\nThis spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.\n\n_Death ward_ does not protect against other sorts of attacks, even if those attacks might be lethal.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Detect Scrying",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of mirror and a miniature brass hearing trumpet",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of mirror and a miniature brass hearing trumpet)",
            "range": "40 ft.",
            "effects": {
              "Area": "40-ft.-radius emanation centered on you"
            },
            "duration": "24 hours",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Alerts you to magical eavesdropping",
            "description": "You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.  \n  \nIf the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dismissal",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one extraplanar creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Forces a creature to return to its native plane.",
            "description": "This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dispel Chaos",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "lawful"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+4 bonus against attacks by chaotic creatures.",
            "description": "This spell functions like _dispel evil_ , except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dispel Evil",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target or Targets": "you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object"
            },
            "duration": "1 round/level or until discharged, whichever comes first",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "short_description": "+4 bonus against attacks by evil creatures.",
            "description": "Shimmering, white holy energy surrounds you. This energy has three effects.\n\nFirst, you gain a +4 deflection bonus to AC against attacks by evil creatures.\n\nSecond, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.\n\nThird, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be dispelled by _dispel magic_ also can't be dispelled by _dispel evil_. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dispel Good",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+4 against attacks by good creatures.",
            "description": "This spell functions like _dispel evil_ , except that you are surrounded by dark, wavering unholy energy, and the spell affects good creatures and spells rather than evil ones.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dispel Law",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "chaotic"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "+4 against attacks by lawful creatures.",
            "description": "This spell functions like _dispel evil_ , except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Divination",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "incense and an appropriate offering worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (incense and an appropriate offering worth 25 gp)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Provides useful advice for specific proposed actions.",
            "description": "Similar to _augury_ but more powerful, a _divination_ spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct _divination_ is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.\n\nAs with _augury_ , multiple _divinations_ about the same topic by the same caster use the same dice result as the first _divination_ spell and yield the same answer each time.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Divine Power",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You gain attack bonuses and 1 hp/level.",
            "description": "Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as _haste_ or weapons with the _speed_ special ability.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Dominate Person",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one humanoid"
            },
            "duration": "1 day/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Controls humanoid telepathically.",
            "description": "You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.\n\nIf you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as \"Come here,\" \"Go there,\" \"Fight,\" and \"Stand still.\" You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.\n\nOnce you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).\n\nChanging your orders or giving a dominated creature a new command is a move action.\n\nBy concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.\n\nSubjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.\n\nIf you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.\n\n_Protection from evil_ or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Eagle's Splendor, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "feathers or droppings from an eagle",
                "type": "M"
              },
              {
                "text": "feathers or droppings from an eagle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (feathers or droppings from an eagle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "One creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "As eagle's splendor, 1 subject/level.",
            "description": "This spell functions like _eagle's splendor_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Elemental Body I",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the element you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the element you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Small elemental.",
            "description": "When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.\n\n_Air elemental_ : If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.\n\n_Earth elemental_ : If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.\n\n_Fire elemental_ : If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.\n\n_Water elemental_ : If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Enervation",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "ray of negative energy"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Subject gains 1d4 negative levels.",
            "description": "You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.\n\nAssuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from _enervation_ don't last long enough to do so.\n\nAn undead creature struck by the ray gains 1d4 × 5 temporary hit points for 1 hour.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Flame Strike",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "cylinder (10-ft. radius, 40-ft. high)"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "Smites foes with divine fire (1d6/level damage).",
            "description": "A _flame strike_ evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Fox's Cunning, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "hairs or dung from a fox",
                "type": "M"
              },
              {
                "text": "hairs or dung from a fox",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (hairs or dung from a fox)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "As fox's cunning, affects 1 subject/ level.",
            "description": "This spell functions like _fox's cunning_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Freedom Of Movement",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a leather strip bound to the target",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (a leather strip bound to the target), DF",
            "range": "personal or touch",
            "effects": {
              "Target": "you or creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject moves normally despite impediments to movement.",
            "description": "This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, _solid fog_ , _slow_ , and _web_. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.\n\nThe spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The _freedom of movement_ spell does not, however, grant water breathing.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Giant Vermin",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "1 or more vermin, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Turns centipedes, scorpions, or spiders into giant vermin.",
            "description": "You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.\n\nGiant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (\"Attack,\" \"Defend,\" \"Stop,\" and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.\n\n##### Caster Level\n\nCaster Level| Centipedes| Scorpions| Spiders  \n---|---|---|---  \n9th or lower| 3| 1| 2  \n10th-13th| 4| 2| 3  \n14th-17th| 6| 3| 4  \n18th-19th| 8| 4| 5  \n20th or higher| 12| 6| 8",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Globe Of Invulnerability, Lesser",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a glass or crystal bead",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a glass or crystal bead)",
            "range": "10 ft.",
            "effects": {
              "Area": "10-ft.-radius spherical emanation, centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Stops 1st- through 3rd-level spell effects.",
            "description": "An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the _lesser globe of invulnerability_. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a _dispel magic_ spell __. You can leave and return to the globe without penalty.\n\nNote that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. \n\nIf a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether _lesser globe of invulnerability_ stops it.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Hallucinatory Terrain",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a stone, a twig, and a green leaf",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a stone, a twig, and a green leaf)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "one 30-ft. cube/level (S)"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "no",
            "short_description": "Makes one type of terrain appear like another (field as forest, or the like).",
            "description": "You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Hold Monster",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "one hard metal bar or rod, which can be as small as a three-penny nail",
                "type": "M"
              },
              {
                "text": "one hard metal bar or rod, which can be as small as a three-penny nail",
                "type": "DF"
              }
            ],
            "component_text": ": V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)",
            "range": null,
            "effects": {
              "Target": "one living creature"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As hold person, but any creature.",
            "description": "This spell functions like _hold person_ , except that it affects any living creature that fails its Will save.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Holy Smite",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "20-ft.-radius burst"
            },
            "duration": "instantaneous (1 round); see text",
            "saving_throw": "Will partial; see text",
            "spell_resistance": "yes",
            "short_description": "Harms and possibly blinds evil creatures (1d8 damage/2 levels).",
            "description": "You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.\n\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.\n\nThe spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Holy Sword",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Paladin",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "melee weapon touched"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Weapon becomes +5, deals +2d6 damage against evil.",
            "description": "This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a _+5 holy weapon_ (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a _magic circle against evil_ effect (as the spell). If the _magic circle_ ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one _holy sword_ at a time.\n\nIf this spell is cast on a magic weapon, the powers of the spell supercede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with _bless weapon_ or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Ice Storm",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "dust and water",
                "type": "M"
              },
              {
                "text": "dust and water",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (dust and water)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "cylinder (20-ft. radius, 40 ft. high)"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Hail deals 5d6 damage in area 40 ft. across.",
            "description": "Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Illusory Wall",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "image 1 ft. by 10 ft. by 10 ft."
            },
            "duration": "permanent",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "no",
            "short_description": "Wall, floor, or ceiling looks real, but anything can pass through.",
            "description": "This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his _illusory wall_ , other creatures cannot, even if they succeed at their will save (but they do learn that it is not real).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Imbue With Spell Ability",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched; see text"
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Transfer spells to subject.",
            "description": "You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this boon. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of _imbue with spell ability_ can't exceed this limit.\n\n##### HD of Recipient\n\nHD of Recipient| Spells Imbued  \n---|---  \n2 or lower| One 1st-level spell  \n3-4| One or two 1st-level spells  \n5 or higher| One or two 1st-level spells and one 2nd-level spell\n\nThe transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.  \n  \nOnce you cast _imbue with spell ability_ , you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the _imbue with spell ability_ spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active _imbue with spell ability_ spells, the more recently cast imbued spells are dispelled.\n\nTo cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must be able to move freely. To cast a spell with a material component or focus, it must have the materials or focus.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Inflict Critical Wounds",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Touch attack, 4d8 damage + 1/level (max +20).",
            "description": "This spell functions like _inflict light wounds_ , except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Insect Plague",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "one swarm of wasps per three levels, each of which must be adjacent to at least one other swarm"
            },
            "duration": "1 min./level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Wasp swarms attack creatures.",
            "description": "You summon a number of swarms of wasps (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the wasp swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Legend Lore",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "incense worth 250 gp",
                "type": "M"
              },
              {
                "text": "four pieces of ivory worth 50 gp each",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Lets you learn tales about a person, place, or thing.",
            "description": "_Legend lore_ brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 × 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better _legend lore_ result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better _legend lore_ result next time).\n\nDuring the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are \"legendary,\" as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Mage's Faithful Hound",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny silver whistle, a piece of bone, and a thread",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a tiny silver whistle, a piece of bone, and a thread)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "phantom watchdog"
            },
            "duration": "1 hour/caster level or until discharged, then 1 round/caster level; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Phantom dog can guard a location and attack intruders.",
            "description": "You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.\n\nIf an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature (see _invisibility_).\n\nThe dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.\n\nThe spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Magic Jar",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a gem or crystal worth at least 100 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a gem or crystal worth at least 100 gp)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "1 hour/level or until you return to your body",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Enables possession of another creature.",
            "description": "By casting _magic jar_ , you place your soul in a gem or large crystal (known as the _magic jar_), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the _magic jar_. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the _magic jar_ must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. \n\nWhile in the _magic jar_ , you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)\n\nYou could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.\n\nAttempting to possess a body is a full-round action. It is blocked by _protection from evil_ or a similar ward. You possess the body and force the creature's soul into the _magic jar_ unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the _magic jar_ , and the target automatically succeeds on further saving throws if you attempt to possess its body again.\n\nIf you are successful, your life force occupies the host body, and the host's life force is imprisoned in the _magic jar_. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.\n\nAs a standard action, you can shift freely from a host to the _magic jar_ if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.\n\nIf the host body is slain, you return to the _magic jar_ , if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.\n\nIf the spell ends while you are in the _magic jar_ , you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the _magic jar_ returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the _magic jar_ or the host's location.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Major Creation",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {},
            "duration": "see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As minor creation, plus stone and metal.",
            "description": "This spell functions like _minor creation_ , except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.\n\n##### Hardness and Rarity Examples\n\nHardness and Rarity Examples| Duration  \n---|---  \nVegetable matter| 2 hr./level  \nStone, crystal, base metals| 1 hr./level  \nPrecious metals| 20 min./level  \nGems| 10 min./level  \nRare metal*| 1 round/level  \n* Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Mark Of Justice",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "curse"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "permanent; see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Designates action that triggers curse on subject.",
            "description": "You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of _bestow curse_.\n\nSince this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.\n\nLike the effect of _bestow curse_ , a _mark of justice_ cannot be dispelled, but it can be removed with a _break enchantment_ , _limited wish_ , _miracle_ , _remove curse_ , or _wish_ spell. _Remove curse_ works only if its caster level is equal to or higher than your _mark of justice_ caster level. These restrictions apply regardless of whether the mark has activated.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Mnemonic Enhancer",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of string, and ink consisting of squid secretion mixed with black dragon's blood",
                "type": "M"
              },
              {
                "text": "an ivory plaque worth 50 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (a piece of string, and ink consisting of squid secretion mixed with black dragon's blood), F (an ivory plaque worth 50 gp)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Wizard only. Prepare extra spells or retain one just cast.",
            "description": "Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.\n\n_Prepare_ : You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.\n\n_Retain_ : You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the _mnemonic enhancer_. This restores the previously cast spell to your mind.\n\nIn either event, the spell or spells prepared or retained fade after 24 hours (if not cast).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Modify Memory",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              }
            ],
            "casting_time": "1 round; see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "permanent",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Changes 5 minutes of subject's memories.",
            "description": "You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.\n\n  * Eliminate all memory of an event the subject actually experienced. This spell cannot negate _charm, geas/quest, suggestion_ , or similar spells.\n  * Allow the subject to recall with perfect clarity an event it actually experienced.\n  * Change the details of an event the subject actually experienced.\n  * Implant a memory of an event the subject never experienced.\n\n\n\nCasting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.\n\nA modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Order's Wrath",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "lawful"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "nonlawful creatures within a burst that fills a 30-ft. cube"
            },
            "duration": "instantaneous (1 round); see text",
            "saving_throw": "Will partial; see text",
            "spell_resistance": "yes",
            "short_description": "Harms and dazes chaotic creatures (1d8 damage/2 levels).",
            "description": "You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.\n\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.\n\nThe spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Overland Flight",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You fly at a speed of 40 ft. and can hustle over long distances.",
            "description": "This spell functions like a _fly_ spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Owl's Wisdom, Mass",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "feathers or droppings from an owl",
                "type": "M"
              },
              {
                "text": "feathers or droppings from an owl",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (feathers or droppings from an owl)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "As owl's wisdom, affects 1 subject/level.",
            "description": "This spell functions like _owl's wisdom_ , except that it affects multiple creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Phantasmal Killer",
            "school": "illusion",
            "subschool": [
              "phantasm"
            ],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will disbelief, then Fortitude partial; see text",
            "spell_resistance": "yes",
            "short_description": "Fearsome illusion kills subject or deals 3d6 damage.",
            "description": "You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the _phantasmal killer_. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.  \n  \nIf the subject of a _phantasmal killer_ attack succeeds in disbelieving and possesses telepathy or is wearing a _helm of telepathy_ , the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Planar Ally, Lesser",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "offerings worth 500 gp plus payment, see text",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (offerings worth 500 gp plus payment, see text), DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one called outsider of 6 HD or less"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Exchange services with a 6 HD extraplanar creature.",
            "description": "By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).\n\nYou may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.\n\nThe creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.\n\nA task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.\n\nA nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment. \n\nAt the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).\n\n_Note_ : When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Planar Binding, Lesser",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels); see text",
            "effects": {
              "Target": "one elemental or outsider with 6 HD or less"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "no and yes; see text",
            "short_description": "Traps elemental creature of 6 HD or less until it performs a task.",
            "description": "Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.\n\nTo create the trap, you must use a _magic circle_ spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.\n\nThe target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A _dimensional anchor_ cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see _magic circle against evil_) to make the trap more secure.\n\nIf the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.\n\nOnce the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.\n\nWhen you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Polymorph",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you choose",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you choose)",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1 min/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Gives one willing subject a new form.",
            "description": "This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).\n\nIf you use this spell to cause the target to take on the form of an animal, the spell functions as _beast shape II_. If the form is that of an elemental, the spell functions as _elemental body I_. If the form is that of a humanoid, the spell functions as _alter self_. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Rainbow Pattern",
            "school": "illusion",
            "subschool": [
              "pattern"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "text": "bard only",
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of phosphor",
                "type": "M"
              },
              {
                "text": "a crystal prism",
                "type": "F"
              },
              {
                "text": "; see text",
                "type": null
              }
            ],
            "component_text": "V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "colorful lights with a 20-ft.-radius spread"
            },
            "duration": "Concentration +1 round/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Lights fascinate 24 HD of creatures.",
            "description": "A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. _Rainbow pattern_ fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.\n\nWith a simple gesture (a free action), you can make the _rainbow pattern_ move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.\n\nThe spell does not affect sightless creatures.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Reincarnate",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "M"
              },
              {
                "text": "oils worth 1,000 gp",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M, DF (oils worth 1,000 gp)",
            "range": "touch",
            "effects": {
              "Target": "dead creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "none, see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "Brings dead subject back in a random body.",
            "description": "With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\n\nSince the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.\n\nA reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.\n\nIt's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.\n\nFor a humanoid creature, the new incarnation is determined using the table below. For nonhumanoid creatures, a similar table of creatures of the same type should be created.\n\nA creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell can bring back a creature that has died of old age.\n\n##### d%\n\nd%| Incarnation| Str| Dex| Con  \n---|---|---|---|---  \n01| Bugbear| +4| +2| +2  \n02-13| Dwarf| +0| +0| +2  \n14-25| Elf| +0| +2| -2  \n26| Gnoll| +4| +0| +2  \n27-38| Gnome| -2| +0| +2  \n39-42| Goblin| -2| +2| +0  \n43-52| Half-elf| +0| +2| +0  \n53-62| Half-orc| +2| +0| +0  \n63-74| Halfling| -2| +2| +0  \n75-89| Human| +0| +0| +2  \n90-93| Kobold| -4| +2| -2  \n94| Lizardfolk| +2| +0| +2  \n95-98| Orc| +4| +0| +0  \n99| Troglodyte| +0| -2| +4  \n100| Other (GM's choice)| ?| ?| ?\n\nThe reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.   \n  \nA _wish_ or a _miracle_ spell can restore a reincarnated character to his or her original form.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Resilient Sphere",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a crystal sphere",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a crystal sphere)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "1-ft.-diameter/level sphere, centered around a creature"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Reflex negates",
            "spell_resistance": "yes",
            "short_description": "Force globe protects but traps one subject.",
            "description": "A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere functions as a _wall of force_ , except that it can be negated by _dispel magic_. A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Restoration",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 4
              },
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Paladin",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "3 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond dust worth 100 gp or 1,000 gp, see text",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Restores level and ability score drains.",
            "description": "This spell functions like _lesser restoration_ , except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.\n\n_Restoration_ cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Rusting Grasp",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature"
            },
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Your touch corrodes iron and alloys.",
            "description": "Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.\n\nYou may employ _rusting grasp_ in combat with a successful melee touch attack. _Rusting grasp_ used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion. \n\nWeapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.\n\nAgainst a ferrous creature, _rusting grasp_ instantaneously deals 3d6 points of damage + 1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Secure Shelter",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a chip of stone, sand, a drop of water, and a wood splinter",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "20-ft.-square structure"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates sturdy cottage.",
            "description": "You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.\n\nThe shelter must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise--it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).\n\nThe door, shutters, and even chimney are secure against intrusion, the former two being secured with _arcane lock_ and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an _alarm_ spell. Finally, an _unseen servant_ is conjured to provide service to you for the duration of the shelter.\n\nThe _secure shelter_ contains crude furnishings--eight bunks, a trestle table, eight stools, and a writing desk.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Sending",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "fine copper wire",
                "type": "M"
              },
              {
                "text": "fine copper wire",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (fine copper wire)",
            "range": "see text",
            "effects": {
              "Target": "one creature"
            },
            "duration": "1 round; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Delivers short message anywhere, instantly.",
            "description": "You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the _sending_ , though the subject's ability to react is limited as normal by its Intelligence. Even if the _sending_ is received, the subject is not obligated to act upon it in any manner.\n\nIf the creature in question is not on the same plane of existence as you are, there is a 5% chance that the _sending_ does not arrive. (Local conditions on other planes may worsen this chance considerably.)",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Shadow Conjuration",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "see text",
            "effects": {
              "Effect": "see text"
            },
            "duration": "see text",
            "saving_throw": "Will disbelief (if interacted with); varies; see text",
            "spell_resistance": "yes; see text",
            "short_description": "Mimics conjuration below 4th level, but only 20% real.",
            "description": "You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. _Shadow conjuration_ can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.\n\n_Shadow conjurations_ are only one-fifth (20%) as strong as the real things, though creatures who believe the _shadow conjurations_ to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.\n\nSpells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to _shadow conjuration_ 's level (4th) rather than the spell's normal level. In addition, any effect created by _shadow conjuration_ allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.\n\nA shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are just one-fifth as large.\n\nA creature that succeeds on its save sees the _shadow conjurations_ as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Shout",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "sonic"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Bloodrager",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "30 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial or Reflex negates (object); see text",
            "spell_resistance": "yes (object)",
            "short_description": "Deafens all within cone, 5d6 sonic damage.",
            "description": "You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A _shout_ spell cannot penetrate a _silence_ spell.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Slay Living",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death"
            ],
            "levels": [
              {
                "class": "Antipaladin",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial",
            "spell_resistance": "yes",
            "short_description": "Touch attack deals 12d6 +1 per level.",
            "description": "You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Solid Fog",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 4
              },
              {
                "class": "Elementalist Wizard",
                "level": 4
              },
              {
                "class": "Magus",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              },
              {
                "class": "Sorcerer",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 4
              },
              {
                "class": "Wizard",
                "level": 4
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered peas and an animal hoof",
                "type": "M"
              }
            ],
            "component_text": ": V, S, M (powdered peas and an animal hoof)",
            "range": null,
            "effects": {},
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": "no",
            "short_description": "Blocks vision and slows movement.",
            "description": "This spell functions like _fog cloud_ , but in addition to obscuring sight, the _solid fog_ is so thick that it impedes movement. Creatures moving through a _solid fog_ move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into _solid fog_ is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in _solid fog_. _Solid fog_ , and effects that work like _solid fog_ , do not stack with each other in terms of slowed movement and attack penalties.\n\nUnlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.\n\n_Solid fog_ can be made permanent with a _permanency_ spell. A permanent _solid fog_ dispersed by wind reforms in 10 minutes.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Spell Immunity",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 4
              },
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject is immune to one spell per 4 levels.",
            "description": "The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. _Spell immunity_ protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.\n\nOnly a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one _spell immunity_ or _greater spell immunity_ spell in effect on it at a time.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Spike Stones",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Shaman",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "one 20-ft. square/level"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Reflex partial",
            "spell_resistance": "yes",
            "short_description": "Creatures in area take 1d8 damage, may also be slowed.",
            "description": "Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.\n\n_Spike stones_ impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.\n\nAny creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a _cure_ spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.\n\nMagic traps such as _spike stones_ are hard to detect. A rogue (only) can use the Perception skill to find _spike stones_. The DC is 25 + spell level, or DC 29 for _spike stones_. _Spike stones_ is a magic trap that can't be disabled with the Disable Device skill.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Summon Monster V",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster V\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)*| --  \nBabau (demon)| Chaotic, Evil  \nBearded devil| Evil, Lawful  \nBralani azata| Chaotic, Good  \nDire lion*| --  \nElemental (Large)| Elemental  \nGiant moray eel*| --  \nKyton| Evil, Lawful  \nOrca (dolphin)*| --  \nSalamander| Evil  \nWoolly rhinoceros*| --  \nXill| Evil, Lawful  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Summon Nature's Ally IV",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight for you.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally IV\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Teleport",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "personal and touch",
            "effects": {
              "Target": "you and touched objects or other touched willing creatures"
            },
            "duration": "instantaneous",
            "saving_throw": "none and Will negates (object)",
            "spell_resistance": "no and yes (object)",
            "short_description": "Instantly transports you as far as 100 miles per level.",
            "description": "This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.\n\nYou must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.\n\nTo see how well the teleportation works, roll d% and consult the table at the end of this spell. Refer to the following information for definitions of the terms on the table.\n\n_Familiarity_ : \"Very familiar\" is a place where you have been very often and where you feel at home. \"Studied carefully\" is a place you know well, either because you can currently physically see it or you've been there often. \"Seen casually\" is a place that you have seen more than once but with which you are not very familiar. \"Viewed once\" is a place that you have seen once, possibly using magic such as _scrying_. \n\n\"False destination\" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.\n\n_On Target_ : You appear where you want to be.\n\n_Off Target_ : You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.\n\n_Similar Area_ : You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.\n\n_Mishap_ : You and anyone else teleporting with you have gotten \"scrambled.\" You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time \"Mishap\" comes up, the characters take more damage and must reroll.\n\n##### Familiarity\n\nFamiliarity| On Target| Off Target| Similar Area| Mishap  \n---|---|---|---|---  \nVery familiar| 01-97| 98-99| 100| --  \nStudied carefully| 01-94| 95-97| 98-99| 100  \nSeen casually| 01-88| 89-94| 95-98| 99-100  \nViewed once| 01-76| 77-88| 89-96| 97-100  \nFalse destination| --| --| 81-92| 93-100",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Tree Stride",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Hunter",
                "level": 4
              },
              {
                "class": "Ranger",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level or until expended; see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Step from one tree to another far away.",
            "description": "When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant. Once within a tree, you can teleport from that particular tree to another tree. The trees you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\n\n##### Type of Tree\n\nType of Tree| Transport Range  \n---|---  \nOak, ash, yew| 3,000 feet  \nElm, linden| 2,000 feet  \nOther deciduous| 1,500 feet  \nAny coniferous| 1,000 feet\n\nYou may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.  \n  \nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Unholy Blight",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 4
              },
              {
                "class": "Inquisitor",
                "level": 4
              },
              {
                "class": "Oracle",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 4
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "20-ft.-radius spread"
            },
            "duration": "instantaneous (1d4 rounds); see text",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Harms and sickens good creatures (1d8 damage/2 levels).",
            "description": "You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.\n\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by _remove disease_ or _heal_ , but _remove curse_ is effective.\n\nThe spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Wall Of Stone",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Summoner",
                "level": 4
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small block of granite",
                "type": "M"
              },
              {
                "text": "a small block of granite",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a small block of granite)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "stone wall whose area is up to one 5-ft. square/level (S)"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Creates a stone wall that can be shaped.",
            "description": "This spell creates a wall of rock that merges into adjoining rock surfaces. A _wall of stone_ is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.\n\nUnlike a _wall of iron_ , you can create a _wall of stone_ in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.\n\nLike any other stone wall, this one can be destroyed by a _disintegrate_ spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.\n\nIt is possible, but difficult, to trap mobile opponents within or under a _wall of stone_ , provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Zone Of Silence",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 4
              },
              {
                "class": "Skald",
                "level": 4
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Area": "5-ft.-radius emanation centered on you"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Keeps eavesdroppers from overhearing you.",
            "description": "By casting _zone of silence_ , you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what's said inside a _zone of silence_.",
            "source": "Core Rulebook",
            "min_level": 4
          },
          {
            "name": "Atonement",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 hour",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "burning incense",
                "type": "M"
              },
              {
                "text": "a set of prayer beads or other prayer device worth at least 500 gp",
                "type": "F"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Removes burden of misdeeds from subject.",
            "description": "This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, _atonement_ operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). _Atonement_ may be cast for one of several purposes, depending on the version selected.\n\n_Reverse Magical Alignment Change_ : If a creature has had its alignment magically changed, _atonement_ returns its alignment to its original status at no additional cost.\n\n_Restore Class_ : A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell. \n\n_Restore Cleric or Druid Spell Powers_ : A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking _atonement_ from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.\n\n_Redemption or Temptation_ : You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.\n\nThough the spell description refers to evil acts, _atonement_ can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.\n\n_Note_ : Normally, changing alignment is up to the player. This use of _atonement_ offers a method for a character to change his or her alignment drastically, suddenly, and definitively.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Awaken",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 6
              }
            ],
            "casting_time": "24 hours",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "herbs and oils worth 2,000 gp",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (herbs and oils worth 2,000 gp), DF",
            "range": "touch",
            "effects": {
              "Target": "animal or tree touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Animal or tree gains human intellect.",
            "description": "You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast _awaken_ again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.\n\nAn awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.\n\nAn awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount. \n\nAn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Banishment",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "see text",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (see text)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one or more extraplanar creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Banishes 2 HD/level of extraplanar creatures.",
            "description": "A _banishment_ spell is a more powerful version of the _dismissal_ spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.\n\nYou can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2. \n\nCertain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Beast Shape III",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.",
            "description": "This spell functions as _beast shape II_ , except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.\n\n_Diminutive animal_ : If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.\n\n_Huge animal_ : If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.\n\n_Small magical beast_ : If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.\n\n_Medium magical beast_ : If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Breath Of Life",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless) or Will half, see text",
            "spell_resistance": "yes (harmless) or yes, see text",
            "short_description": "Cures 5d8 damage + 1/level and restores life to recently slain creatures.",
            "description": "This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). \n\nUnlike other spells that heal damage, _breath of life_ can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through _breath of life_ gain a temporary negative level that lasts for 1 day.\n\nCreatures slain by death effects cannot be saved by _breath of life_.\n\nLike cure spells, _breath of life_ deals damage to undead creatures rather than curing them, and cannot bring them back to life.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Call Lightning Storm",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "electricity"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As call lightning, but 5d6 damage per bolt.",
            "description": "This spell functions like _call lightning_ , except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Cloudkill",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "poison"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "cloud spreads in 20-ft. radius, 20 ft. high"
            },
            "duration": "1 min./level",
            "saving_throw": "Fortitude partial; see text",
            "spell_resistance": "no",
            "short_description": "Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.",
            "description": "This spell generates a bank of fog, similar to a _fog cloud_ , except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).\n\nA living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.\n\nUnlike a _fog cloud_ , the _cloudkill_ moves away from you at 10 feet per round, rolling along the surface of the ground.\n\nFigure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.\n\nBecause the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Command, Greater",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "As command, but affects one subject/level.",
            "description": "This spell functions like _command_ , except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Commune",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "holy or unholy water and incense worth 500 gp",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (holy or unholy water and incense worth 500 gp), DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Deity answers one yes-or-no question/level.",
            "description": "You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. \"Unclear\" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.\n\nThe spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Cone Of Cold",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small crystal or glass cone",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a small crystal or glass cone)",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "1d6/level cold damage.",
            "description": "_Cone of cold_ creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Control Winds",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "40 ft./level",
            "effects": {
              "Area": "40 ft./level radius cylinder 40 ft. high"
            },
            "duration": "10 min./level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "no",
            "short_description": "Changes wind direction and speed.",
            "description": "You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an \"eye\" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.\n\n_Wind Direction_ : You may choose one of four basic wind patterns to function over the spell's area.\n\n  * A downdraft blows from the center outward in equal strength in all directions.\n  * An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.\n  * Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.\n  * A blast simply causes the winds to blow in one direction across the entire area from one side to the other.\n\n\n\n_Wind Strength_ : For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.\n\nStrong winds (21+ mph) make sailing difficult.\n\nA severe wind (31+ mph) causes minor ship and building damage.\n\nA windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.\n\nHurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.\n\nA tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Creeping Doom",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)/100 ft.; see text",
            "effects": {
              "Effect": "four swarms of insects"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude partial, see text",
            "spell_resistance": "no",
            "short_description": "Swarms of centipedes attack at your command.",
            "description": "This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.\n\nYou may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Cure Light Wounds, Mass",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless) or Will half; see text",
            "spell_resistance": "yes (harmless) or yes; see text",
            "short_description": "Cures 1d8 damage + 1/level, affects 1 subject/level.",
            "description": "You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other _cure_ spells, _mass cure light wounds_ deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Dispel Magic, Greater",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target or Area": "one spellcaster, creature, or object; or a 20-ft.-radius burst"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "As dispel magic, but with multiple targets.",
            "description": "This spell functions like _dispel magic_ , except that it can end more than one spell on a target and it can be used to target multiple creatures. \n\nYou choose to use _greater dispel magic_ in one of three ways: a targeted dispel, area dispel, or a counterspell:\n\n_Targeted Dispel_ : This functions as a targeted _dispel magic_ , but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.\n\nAdditionally, _greater dispel magic_ has a chance to dispel any effect that _remove curse_ can remove, even if _dispel magic_ can't dispel that effect. The DC of this check is equal to the curse's DC.\n\n_Area Dispel_ : When _greater dispel magic_ is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by _dispel magic_. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.\n\nFor each ongoing area or effect spell whose point of origin is within the area of the _greater dispel magic_ spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the _greater dispel magic_ spell, apply the dispel check to end the effect, but only within the overlapping area.\n\nIf an object or creature that is the effect of an ongoing spell (such as a monster summoned by _summon monster_) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.\n\nYou may choose to automatically succeed on dispel checks against any spell that you have cast.\n\n_Counterspell_ : This functions as _dispel magic_ , but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Disrupting Weapon",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Targets": "one melee weapon"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates (harmless, object); see text",
            "spell_resistance": "yes (harmless, object)",
            "short_description": "Melee weapon destroys undead.",
            "description": "This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Dream",
            "school": "illusion",
            "subschool": [
              "phantasm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "unlimited",
            "effects": {
              "Target": "one living creature touched"
            },
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Sends message to anyone sleeping.",
            "description": "You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.\n\nOnce the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.\n\nIf the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.\n\nCreatures who don't sleep or don't dream cannot be contacted by this spell.\n\nThe messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Elemental Body II",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the element you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the element you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You become a Medium elemental.",
            "description": "This spell functions as _elemental body I_ , except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.\n\n_Air elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus. \n\n_Earth elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus. \n\n_Fire elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.\n\n_Water elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Ethereal Jaunt",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You become ethereal for 1 round/level.",
            "description": "You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.\n\nAn ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.\n\nForce effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.\n\nTreat other ethereal creatures and ethereal objects as if they were material. \n\nIf you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Fabricate",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the original material, which costs the same amount as the raw materials required to craft the item to be created",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the original material, which costs the same amount as the raw materials required to craft the item to be created)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "up to 10 cu. ft./level; see text"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Transforms raw materials into finished items.",
            "description": "You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the _fabricate_ spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.\n\nYou must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.\n\nCasting requires 1 round per 10 cubic feet of material to be affected by the spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "False Vision",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "crushed jade worth 250 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (crushed jade worth 250 gp)",
            "range": "touch",
            "effects": {
              "Area": "40-ft.-radius emanation"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Fools scrying with an illusion.",
            "description": "This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the _major image_ spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Feeblemind",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a handful of clay, crystal, or glass spheres",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a handful of clay, crystal, or glass spheres)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Subject's Int and Cha drop to 1.",
            "description": "Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a _heal_ , _limited wish_ , _miracle_ , or _wish_ spell is used to cancel the effect of the _feeblemind_. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Geas/Quest",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "curse",
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 day/level or until discharged (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "As lesser geas, but affects any creature.",
            "description": "This spell functions similarly to _lesser geas_ , except that it affects a creature of any HD and allows no saving throw.\n\nIf the subject is prevented from obeying the _geas/quest_ for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12\\. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the _geas/quest_.\n\nA _remove curse_ spell ends a _geas/quest_ spell only if its caster level is at least two higher than your caster level. _Break enchantment_ does not end a _geas/quest_ , but _limited wish_ , _miracle_ , and _wish_ do.\n\nBards, sorcerers, and wizards usually refer to this spell as _geas_ , while clerics call the same spell _quest_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Hallow",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "24 hours",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area), DF",
            "range": "touch",
            "effects": {
              "Area": "40-ft. radius emanating from the touched point"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "short_description": "Designates location as holy.",
            "description": "_Hallow_ makes a particular site, building, or structure a holy site. This has four major effects.\n\nFirst, the site is warded by a _magic circle against evil_ effect.\n\nSecond, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.\n\nThird, any dead body interred in a _hallowed_ site cannot be turned into an undead creature.\n\nFinally, you can fix a single spell effect to the _hallowed_ site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting _hallow_ again.\n\nSpell effects that may be tied to a _hallowed_ site include _aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues_ , and _zone of truth_. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)\n\nAn area can receive only one _hallow_ spell (and its associated spell effect) at a time. _Hallow_ counters but does not dispel _unhallow_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Heal",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Cures 10 points/level damage, all diseases and mental conditions.",
            "description": "_Heal_ enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused __, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded __, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.\n\n_Heal_ does not remove negative levels or restore permanently drained ability score points.\n\nIf used against an undead creature, _heal_ instead acts like _harm_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Heroism, Greater",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.",
            "description": "This spell functions like _heroism_ , except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Inflict Light Wounds, Mass",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Deals 1d8 damage + 1/level, affects 1 subject/level.",
            "description": "Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.\n\nLike other _inflict_ spells, _mass inflict light wounds_ cures undead in its area rather than damaging them. A cleric capable of spontaneously casting _inflict_ spells can also spontaneously cast _mass inflict_ spells.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Interposing Hand",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a soft glove",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a soft glove)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "10-ft. hand"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Hand provides cover against 1 opponent.",
            "description": "_Interposing hand_ creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand--it sticks with the selected opponent in spite of _darkness_ , invisibility __, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.\n\nAn _interposing hand_ is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.\n\nThe hand never provokes attacks of opportunity from opponents. It cannot push through a _wall of force_ or enter an _antimagic field_ , but it suffers the full effect of a _prismatic wall_ or _prismatic sphere_. The hand makes saving throws as its caster.\n\n_Disintegrate_ or a successful _dispel magic_ destroys it.\n\nAny creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks. \n\nDirecting the spell to a new target is a move action.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Invisibility, Mass",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "an eyelash encased in gum arabic",
                "type": "M"
              },
              {
                "text": "an eyelash encased in gum arabic",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (an eyelash encased in gum arabic)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Targets": "any number of creatures, no two of which can be more than 180 ft. apart"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Will negates (harmless) or Will negates (harmless, object)",
            "spell_resistance": "yes (harmless) or yes (harmless, object)",
            "short_description": "As invisibility, but affects all in range.",
            "description": "This spell functions like _invisibility_ , except that the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Mage's Private Sanctum",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "30-ft. cube/level (S)"
            },
            "duration": "24 hours (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Prevents anyone from viewing or scrying an area for 24 hours.",
            "description": "This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.\n\nDivination (scrying) spells cannot perceive anything within the area, and those within are immune to _detect thoughts_. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a _sending_ or _message_ spell, or telepathic communication, such as that between a wizard and his familiar.\n\nThe spell does not prevent creatures or objects from moving into and out of the area.\n\n_Mage's private sanctum_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Mind Fog",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "fog spreads in 20-ft. radius, 20 ft. high"
            },
            "duration": "30 minutes and 2d6 rounds; see text",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subjects in fog get -10 to Wis and Will checks.",
            "description": "_Mind fog_ produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the _mind fog_ take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).\n\nA moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\n\nThe fog is thin and does not significantly hamper vision.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Mirage Arcana",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": null,
            "effects": {
              "Area": "one 20-ft. cube/level (S)"
            },
            "duration": "concentration +1 hour/ level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As hallucinatory terrain, plus structures.",
            "description": "This spell functions like _hallucinatory terrain_ , except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike _hallucinatory terrain_ , the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Mislead",
            "school": "illusion",
            "subschool": [
              "figment",
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "S"
              }
            ],
            "component_text": "S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target or Effect": "you/one illusory double"
            },
            "duration": "1 round/level (D) and concentration + 3 rounds; see text",
            "saving_throw": "none or Will disbelief (if interacted with); see text",
            "spell_resistance": "no",
            "short_description": "Turns you invisible and creates illusory double.",
            "description": "You become invisible (as _greater invisibility_ , a glamer), and at the same time, an illusory double of you (as _major image_ , a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.\n\nThe illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The _greater invisibility_ lasts for 1 round per level, regardless of concentration.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Nightmare",
            "school": "illusion",
            "subschool": [
              "phantasm"
            ],
            "descriptor": [
              "mind-affecting",
              "evil"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "unlimited",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Sends vision dealing 1d10 damage, fatigue.",
            "description": "You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.\n\nThe _nightmare_ prevents restful sleep and causes 1d10 points of damage. The _nightmare_ leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.\n\nThe difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.\n\n##### Knowledge\n\nKnowledge| Will Save Modifier  \n---|---  \nNone*| +10  \nSecondhand (you have heard of the subject)| +5  \nFirsthand (you have met the subject)| +0  \nFamiliar (you know the subject well)| -5  \nConnection| Will Save Modifier  \nLikeness or picture| -2  \nPossession or garment| -4  \nBody part, lock of hair, bit of nail, etc.| -10  \n*You must have some sort of connection to a creature of which you have no knowledge.\n\n_Dispel evil_ cast on the subject while you are casting the spell dispels the _nightmare_ and causes you to be stunned for 10 minutes per caster level of the _dispel evil_.  \n  \nIf the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.\n\nIf you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.\n\nYou are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.)\n\nCreatures who don't sleep (such as outsiders) or dream are immune to this spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Passwall",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "sesame seeds",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (sesame seeds)",
            "range": "touch",
            "effects": {
              "Effect": "5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates passage through wood or stone wall.",
            "description": "You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single _passwall_ simply makes a niche or short tunnel. Several _passwall_ spells can then form a continuing passage to breach very thick walls. When _passwall_ ends, creatures within the passage are ejected out the nearest exit. If someone dispels the _passwall_ or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Permanency",
            "school": "universal",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "2 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "see tables below",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (see tables below)",
            "range": "see text",
            "effects": {
              "Target": "see text"
            },
            "duration": "permanent; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Makes certain spells permanent.",
            "description": "This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the _permanency_ spell. \n\nDepending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.\n\nYou can make the following spells permanent in regard to yourself.\n\nSpell| Minimum Caster Level| GP Cost|  _Arcane sight_ | 11th| 7,500 gp  \n---|---|---  \n _Comprehend languages_ | 9th| 2,500 gp  \n _Darkvision_ | 10th| 5,000 gp  \n _Detect magic_ | 9th| 2,500 gp  \n _Read magic_ | 9th| 2,500 gp  \n _See invisibility_ | 10th| 5,000 gp  \n _Tongues_ | 11th| 7,500 gp\n\nYou cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.  \n  \nIn addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).\n\nSpell| Minimum Caster Level| GP Cost|  _Enlarge person_ | 9th| 2,500 gp  \n---|---|---  \n _Magic fang_ | 9th| 2,500 gp  \n _Magic fang, greater_ | 11th| 7,500 gp  \n _Reduce person_ | 9th| 2,500 gp  \n _Resistance_ | 9th| 2,500 gp  \n _Telepathic bond*_|  13th| 12,500 gp  \n*Only bonds two creatures per casting of _permanency_.\n\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent.\n\nSpell| Minimum Caster Level| GP Cost|  _Alarm_|  9th| 2,500 gp  \n---|---|---  \n _Animate objects_|  14th| 15,000 gp  \n _Dancing lights_|  9th| 2,500 gp  \n _Ghost sound_|  9th| 2,500 gp  \n _Gust of wind_|  11th| 7,500 gp  \n _Invisibility_|  10th| 5,000 gp  \n _Mage's private sanctum_|  13th| 12,500 gp  \n _Magic mouth_|  10th| 5,000 gp  \n _Phase door_|  15th| 17,500 gp  \n _Prismatic sphere_|  17th| 22,500 gp  \n _Prismatic wall_|  16th| 20,000 gp  \n _Shrink item_|  11th| 7,500 gp  \n _Solid fog_|  12th| 10,000 gp  \n _Stinking cloud_|  11th| 7,500 gp  \n _Symbol of death_|  16th| 20,000 gp  \n _Symbol of fear_|  14th| 15,000 gp  \n _Symbol of insanity_|  16th| 20,000 gp  \n _Symbol of pain_|  13th| 12,500 gp  \n _Symbol of persuasion_|  14th| 15,000 gp  \n _Symbol of sleep_|  16th| 20,000 gp  \n _Symbol of stunning_|  15th| 17,500 gp  \n _Symbol of weakness_|  15th| 17,500 gp  \n _Teleportation circle_|  17th| 22,500 gp  \n _Wall of fire_|  12th| 10,000 gp  \n _Wall of force_|  13th| 7,500 gp  \n _Web_|  10th| 5,000 gp\n\nSpells cast on other targets are vulnerable to _dispel magic_ as normal. The GM may allow other spells to be made permanent.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Persistent Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As major image, but with no concentration required.",
            "description": "This spell functions like _silent image_ , except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Planar Binding",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": null,
            "effects": {
              "Targets": "up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As lesser planar binding, but up to 12 HD.",
            "description": "This spell functions like _lesser planar binding_ , except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Plane Shift",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a forked metal rod attuned to the plane of travel",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a forked metal rod attuned to the plane of travel)",
            "range": "touch",
            "effects": {
              "Target": "creature touched, or up to eight willing creatures joining hands"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "As many as eight subjects travel to another plane.",
            "description": "You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the _plane shift_ at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. _Plane shift_ transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting _plane shift_ again).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Plant Shape I",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Small or Medium plant.",
            "description": "When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.\n\n_Small plant_ : If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.\n\n_Medium plant_ : If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Prying Eyes",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a handful of crystal marbles",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a handful of crystal marbles)",
            "range": "1 mile",
            "effects": {
              "Effect": "10 or more levitating eyes"
            },
            "duration": "1 hour/level; see text (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "1d4 + 1/level floating eyes scout for you.",
            "description": "You create a number of semitangible, visible magical orbs (called \"eyes\") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.\n\nWhile the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.\n\nWhen you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.\n\nIn order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. \n\nIf an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.\n\nThe eyes exist for up to 1 hour per caster level or until they return to you. _Dispel magic_ can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Raise Dead",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond worth 5,000 gp",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (diamond worth 5,000 gp), DF",
            "range": "touch",
            "effects": {
              "Target": "dead creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "none, see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "Restores life to subject who died as long as one day/level ago.",
            "description": "You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\n\nComing back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.\n\nA raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.\n\nA creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Repulsion",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a pair of canine statuettes worth 50 gp",
                "type": "F"
              },
              {
                "text": "a pair of canine statuettes worth 50 gp",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a pair of canine statuettes worth 50 gp)",
            "range": "up to 10 ft./level",
            "effects": {
              "Area": "up to 10-ft.-radius/level emanation centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Creatures can't approach you.",
            "description": "An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Righteous Might",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Your size increases, and you gain bonuses in combat.",
            "description": "Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you normally channel positive energy) or DR 5/good (if you normally channel negative energy). At 15th level, this DR becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Additional Rules for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Secret Chest",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the chest and its replica",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (the chest and its replica)",
            "range": "see text",
            "effects": {
              "Target": "one chest and up to 1 cu. ft. of goods/caster level"
            },
            "duration": "60 days or until discharged",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Hides expensive chest on Ethereal Plane; you retrieve it at will.",
            "description": "You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.\n\nThe chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.\n\nTo hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, even with a _wish_ spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.\n\nLiving things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Seeming",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one creature per two levels, no two of which can be more than 30 ft. apart"
            },
            "duration": "12 hours (D)",
            "saving_throw": "Will negates or Will disbelief (if interacted with)",
            "spell_resistance": "yes or no; see text",
            "short_description": "Changes appearance of 1 person per 2 levels.",
            "description": "This spell functions like _disguise self_ , except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Sequester",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a basilisk eyelash and gum arabic",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a basilisk eyelash and gum arabic)",
            "range": "touch",
            "effects": {
              "Target": "one willing creature or object (up to a 2-ft. cube/level) touched"
            },
            "duration": "1 day/level (D)",
            "saving_throw": "none or Will negates (object)",
            "spell_resistance": "no or yes (object)",
            "short_description": "Subject is invisible to sight and scrying; renders creature comatose.",
            "description": "When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the _invisibility_ spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by _sequester_ become comatose and are effectively in a state of suspended animation until the spell ends.\n\n_Note_ : The Will save prevents an attended or magical object from being _sequestered_. There is no save to see the _sequestered_ creature or object or to detect it with a divination spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Shadow Evocation",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "see text",
            "effects": {
              "Effect": "see text"
            },
            "duration": "see text",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "yes",
            "short_description": "Mimics evocation below 5th level, but only 20% real.",
            "description": "You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a _shadow evocation_ , a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to _shadow evocation_ 's level (5th) rather than the spell's normal level.\n\nNondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.\n\nObjects automatically succeed on their Will saves against this spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Shadow Walk",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Targets": "up to one touched creature/level"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Step into shadow to travel rapidly.",
            "description": "To use the _shadow walk_ spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.\n\nIn the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.\n\nBecause of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 × 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).\n\n_Shadow walk_ can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.\n\nAny creatures touched by you when _shadow walk_ is cast also make the transition to the borders of the Plane of Shadow.\n\nThey may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Simulacrum",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "12 hours",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)",
            "range": "0 ft.",
            "effects": {
              "Effect": "one duplicate creature"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates partially real double of a creature.",
            "description": "_Simulacrum_ creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.\n\nAt all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Song Of Discord",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting",
              "sonic"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "creatures within a 20-ft.-radius spread"
            },
            "duration": "1 round/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Forces targets to attack each other.",
            "description": "This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a _song of discord_ to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Spell Resistance",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject gains SR 12 + level.",
            "description": "The target gains spell resistance equal to 12 + your caster level.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Spell Turning",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small silver mirror",
                "type": "M"
              },
              {
                "text": "a small silver mirror",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a small silver mirror)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "until expended or 10 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Reflect 1d4+6 spell levels back at caster.",
            "description": "Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. _Spell turning_ also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.\n\nWhen you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by _spell turning_ effects in operation, a resonating field is created. Roll randomly to determine the result.\n\n##### d%\n\nd%| Effect  \n---|---  \n01-70| Spell drains away without effect.  \n71-80| Spell affects both of you equally at full effect.  \n81-97| Both turning effects are rendered nonfunctional for 1d4 minutes.  \n98-100| Both of you go through a rift into another plane.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Suggestion, Mass",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "language-dependent",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 5
              },
              {
                "class": "Skald",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "a snake's tongue and a honeycomb",
                "type": "M"
              }
            ],
            "component_text": "V, M (a snake's tongue and a honeycomb)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 hour/level or until completed",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "As suggestion, affects 1 subject/level.",
            "description": "This spell functions like _suggestion_ , except that it can affect more creatures. The same _suggestion_ applies to all these creatures.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Summon Monster VII",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster VII\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)*| --  \nBabau (demon)| Chaotic, Evil  \nBearded devil| Evil, Lawful  \nBralani azata| Chaotic, Good  \nDire lion*| --  \nElemental (Large)| Elemental  \nGiant moray eel*| --  \nKyton| Evil, Lawful  \nOrca (dolphin)*| --  \nSalamander| Evil  \nWoolly rhinoceros*| --  \nXill| Evil, Lawful  \n6th Level| Subtype  \nDire bear*| --  \nDire tiger*| --  \nElasmosaurus (dinosaur)*| --  \nElemental (Huge)| Elemental  \nElephant*| --  \nErinyes (devil)| Evil, Lawful  \nGiant octopus*| --  \nInvisible stalker| Air  \nLillend azata| Chaotic, Good  \nShadow demon| Chaotic, Evil  \nSuccubus (demon)| Chaotic, Evil  \nTriceratops (dinosaur)*| --  \n7th Level| Subtype  \nBebelith| Chaotic, Evil  \nBone devil| Evil, Lawful  \nBrachiosaurus (dinosaur)*| --  \nDire crocodile*| --  \nDire shark*| --  \nElemental (greater)| Elemental  \nGiant squid*| --  \nMastadon (elephant)*| --  \nRoc*| --  \nTyrannosaurus (dinosaur)*| --  \nVrock (demon)| Chaotic, Evil  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Summon Nature's Ally V",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally V\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)| --  \nCyclops| --  \nDire lion| --  \nDolphin (orca)| --  \nElemental (Large)| Elemental  \nEttin| --  \nGiant moray eel| --  \nGirallon| --  \nManticore| --  \nWoolly rhinoceros| --",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Symbol Of Pain",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "evil",
              "pain"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Triggered rune wracks creatures with pain.",
            "description": "This spell functions like _symbol of death_ , except that each creature within the radius of a _symbol of pain_ instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.\n\nUnlike _symbol of death_ , _symbol of pain_ has no hit point limit; once triggered, a _symbol of pain_ simply remains active for 10 minutes per caster level.\n\n_Note_ Magic traps such as _symbol of pain_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 30 for _symbol of pain_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Symbol Of Sleep",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Triggered rune puts nearby creatures into catatonic slumber.",
            "description": "This spell functions like _symbol of death_ , except that all creatures of 10 HD or less within 60 feet of the _symbol of sleep_ instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the _sleep_ spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.\n\nUnlike _symbol of death_ , _symbol of sleep_ has no hit point limit; once triggered, a _symbol of sleep_ simply remains active for 10 minutes per caster level.\n\n_Note_ Magic traps such as _symbol of sleep_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 30 for _symbol of sleep_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Telekinesis",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Target or Targets": "see text"
            },
            "duration": "concentration (up to 1 round/level) or instantaneous; see text",
            "saving_throw": "Will negates (object) or none; see text",
            "spell_resistance": "yes (object); see text",
            "short_description": "Moves object, attacks creature, or hurls object or creature.",
            "description": "You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.\n\n_Sustained Force_ : A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.\n\nThis version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.\n\nAn object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.\n\n_Combat Maneuver_ : Alternatively, once per round, you can use _telekinesis_ to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.\n\n_Violent Thrust_ : Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).\n\nYou must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.\n\nCreatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.\n\nIf a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Telepathic Bond",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "two eggshells from two different creatures",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (two eggshells from two different creatures)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "you plus one willing creature per three levels, no two of which can be more than 30 ft. apart"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Link lets allies communicate.",
            "description": "You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).\n\nIf desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.\n\n_Telepathic bond_ can be made permanent with a _permanency_ spell, though it only bonds two creatures per casting of _permanency_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Teleport, Greater",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "personal and touch",
            "effects": {
              "Target": "you and touched objects or other touched willing creatures"
            },
            "duration": "instantaneous",
            "saving_throw": "none and Will negates (object)",
            "spell_resistance": "no and yes (object)",
            "short_description": "As teleport, but no range limit and no off-target arrival.",
            "description": "This spell functions like _teleport_ , except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Transmute Mud To Rock",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "sand, lime, and water",
                "type": "M"
              },
              {
                "text": "sand, lime, and water",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (sand, lime, and water)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "up to two 10-ft. cubes/level (S)"
            },
            "duration": "permanent",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Two 10-ft. cubes per level.",
            "description": "This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).\n\nAny creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.\n\n_Transmute mud to rock_ counters and dispels _transmute rock to mud_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Transmute Rock To Mud",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Elementalist Wizard",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "clay and water",
                "type": "M"
              },
              {
                "text": "clay and water",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (clay and water)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "up to two 10-ft. cubes/level (S)"
            },
            "duration": "permanent; see text",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Two 10-ft. cubes per level.",
            "description": "This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.\n\nIf _transmute rock to mud_ is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.\n\nCastles and large stone buildings are generally immune to the effect of the spell, since _transmute rock to mud_ can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.\n\nThe mud remains until a successful _dispel magic_ or _transmute mud to rock_ spell restores its substance--but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.\n\n_Transmute rock to mud_ counters and dispels _transmute mud to rock_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "True Seeing",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Adept",
                "level": 5
              },
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "an eye ointment that costs 250 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (an eye ointment that costs 250 gp)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Lets you see all things as they really are.",
            "description": "You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under _blur_ or _displacement_ effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of _true seeing_ conferred is 120 feet.\n\n_True seeing_ , however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. _True seeing_ does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use _true seeing_ through a _crystal ball_ or in conjunction with _clairaudience/clairvoyance_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Unhallow",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 5
              },
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Inquisitor",
                "level": 5
              },
              {
                "class": "Oracle",
                "level": 5
              },
              {
                "class": "Warpriest",
                "level": 5
              }
            ],
            "casting_time": "24 hours",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area)",
            "range": "touch",
            "effects": {
              "Area": "40-ft. radius emanating from the touched point"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "short_description": "Designates location as unholy.",
            "description": "_Unhallow_ makes a particular site, building, or structure an unholy site. This has three major effects.\n\nFirst, the site or structure is guarded by a _magic circle against good_ effect.\n\nSecond, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.\n\nFinally, you may choose to fix a single spell effect to the _unhallowed_ site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting _unhallow_ again.\n\nSpell effects that may be tied to an _unhallowed_ site include _aid_ , _bane_ , _bless_ , _cause fear_ , _darkness_ , _daylight_ , _death ward_ , _deeper darkness_ , _detect magic_ , _detect good_ , _dimensional anchor_ , _discern lies_ , _dispel magic_ , _endure elements_ , _freedom of movement_ , _invisibility purge_ , _protection from energy_ , _remove fear_ , _resist energy_ , _silence_ , _tongues_ , and _zone of truth_.\n\nSaving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)\n\nAn area can receive only one _unhallow_ spell (and its associated spell effect) at a time.\n\n_Unhallow_ counters but does not dispel _hallow_.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Wall Of Force",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Magus",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered quartz",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered quartz)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "wall whose area is up to one 10-ft. square/level"
            },
            "duration": "1 round /level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Wall is immune to damage.",
            "description": "A _wall of force_ creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A _wall of force_ is immune to _dispel magic_ , although a _mage's disjunction_ can still dispel it. A _wall of force_ can be damaged by spells as normal, except for _disintegrate_ , which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a _wall of force_ has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a _sphere of annihilation_ or _rod of cancellation_ instantly destroys a _wall of force_.\n\nBreath weapons and spells cannot pass through a _wall of force_ in either direction, although _dimension door_ , _teleport_ , and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a _wall of force_.\n\nThe caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.\n\n_Wall of force_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Wall Of Iron",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Summoner",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small iron sheet plus gold dust worth 50 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a small iron sheet plus gold dust worth 50 gp)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "iron wall whose area is up to one 5-ft. square/level; see text"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "30 hp/four levels; can topple onto foes.",
            "description": "You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.\n\nA _wall of iron_ is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.\n\nIf you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage while fleeing from the wall. The wall cannot crush Huge and larger creatures.\n\nLike any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Wall Of Thorns",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 5
              },
              {
                "class": "Hunter",
                "level": 5
              },
              {
                "class": "Shaman",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "wall of thorny brush, up to one 10-ft. cube/level (S)"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Thorns damage anyone who tries to pass.",
            "description": "A _wall of thorns_ spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a _wall of thorns_ takes piercing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)\n\nYou can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.\n\nCreatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.\n\nAny creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a _wall of thorns_ at normal speed without taking damage.\n\nA _wall of thorns_ can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Waves Of Fatigue",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 5
              },
              {
                "class": "Sorcerer",
                "level": 5
              },
              {
                "class": "Witch",
                "level": 5
              },
              {
                "class": "Wizard",
                "level": 5
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "30 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "no",
            "spell_resistance": "yes",
            "short_description": "Several targets become fatigued.",
            "description": "Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.",
            "source": "Core Rulebook",
            "min_level": 5
          },
          {
            "name": "Acid Fog",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "acid"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered peas and an animal hoof",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered peas and an animal hoof)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "fog spreads in 20-ft. radius, 20 ft. high"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Fog deals acid damage.",
            "description": "_Acid fog_ creates a billowing mass of misty vapors like the _solid fog_ spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Analyze Dweomer",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a ruby and gold lens worth 1,500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a ruby and gold lens worth 1,500 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one object or creature per caster level"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none or Will negates, see text",
            "spell_resistance": "no",
            "short_description": "Reveals magical aspects of subject.",
            "description": "You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.\n\nAn attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other _analyze dweomer_ spells for 24 hours.\n\n_Analyze dweomer_ does not function when used on an artifact.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Animate Objects",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one Small object per caster level; see text"
            },
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Objects attack your foes.",
            "description": "You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.\n\nAn animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.\n\nThis spell cannot affect objects carried or worn by a creature.\n\n_Animate objects_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Antilife Shell",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "10 ft.",
            "effects": {
              "Area": "10-ft.-radius emanation, centered on you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "10-ft.-radius field hedges out living creatures.",
            "description": "You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.\n\nThe effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.\n\nThis spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Antimagic Field",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "pinch of powdered iron or iron filings",
                "type": "M"
              },
              {
                "text": "pinch of powdered iron or iron filings",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (pinch of powdered iron or iron filings)",
            "range": "10 ft.",
            "effects": {
              "Area": "10-ft.-radius emanation, centered on you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "see text",
            "short_description": "Negates magic within 10 ft.",
            "description": "An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.\n\nAn _antimagic field_ suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an _antimagic field_ counts against the suppressed spell's duration.\n\nSummoned creatures of any type wink out if they enter an _antimagic field_. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast _antimagic field_ in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an _antimagic field_ because the conjuration itself is no longer in effect, only its result.)\n\nA normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. _Dispel magic_ does not remove the field.\n\nTwo or more _antimagic fields_ sharing any of the same space have no effect on each other. Certain spells, such as _wall of force, prismatic sphere_ , and _prismatic wall_ , remain unaffected by _antimagic field_. Artifacts and deities are unaffected by mortal magic such as this. \n\nShould a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Antipathy",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 hour",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a lump of alum soaked in vinegar",
                "type": "M"
              },
              {
                "text": "a lump of alum soaked in vinegar",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a lump of alum soaked in vinegar)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one location (up to a 10-ft. cube/level) or one object"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Object or location affected by spell repels certain creatures.",
            "description": "You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.\n\nCreatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.\n\nA compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.\n\n_Antipathy_ counters and dispels _sympathy_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Beast Shape IV",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.",
            "description": "This spell functions as _beast shape III_ except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.\n\n_Tiny magical beast_ : If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.\n\n_Large magical beast_ : If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Binding",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "opals worth 500 gp per HD of the target creature, plus other components as specified below",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "see text (D)",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Utilizes an array of techniques to imprison a creature.",
            "description": "A _binding_ spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.\n\nYou may have as many as six assistants help you with the spell. For each assistant who casts _suggestion_ , your caster level for this casting of _binding_ increases by 1. For each assistant who casts _dominate animal, dominate person_ , or _dominate monster_ , your caster level for this casting of _binding_ increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a _binding_ spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the _binding_ spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the _binding_ lasts. All _binding_ spells are dismissible.\n\nRegardless of the version of _binding_ you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.\n\nIf you cast any of the first three versions of _binding_ (those with limited durations), you may cast additional _binding_ spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all _binding_ spells it has received are broken.\n\nThe _binding_ spell has six versions. Choose one of the following versions when you cast the spell.\n\n_Chaining_ : The subject is confined by restraints that generate an _antipathy_ spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of _binding_ is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.\n\n_Slumber_ : This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of _binding_ is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.\n\n_Bound Slumber_ : This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.\n\n_Hedged Prison_ : The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.\n\n_Metamorphosis_ : The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The _binding_ is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.\n\n_Minimus Containment_ : The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The _binding_ is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.\n\nYou can't dispel a _binding_ spell with _dispel magic_ or a similar effect, though an _antimagic field_ or _mage's disjunction_ affects it normally. A bound extraplanar creature cannot be sent back to its home plane by _dismissal, banishment_ , or a similar effect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Blade Barrier",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Reflex half or Reflex negates; see text",
            "spell_resistance": "yes",
            "short_description": "Wall of blades deals 1d6/level damage.",
            "description": "An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.\n\nIf you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.\n\nA _blade barrier_ provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Blasphemy",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "evil",
              "sonic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "40 ft.",
            "effects": {
              "Area": "nonevil creatures in a 40-ft.-radius spread centered on you"
            },
            "duration": "instantaneous",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Kills, paralyzes, weakens, or dazes nonevil subjects.",
            "description": "Any nonevil creature within the area of a _blasphemy_ spell suffers the following ill effects.\n\n##### HD\n\nHD| Effect  \n---|---  \nEqual to caster level| Dazed  \nUp to caster level -1| Weakened, dazed  \nUp to caster level -5| Paralyzed, weakened, dazed  \nUp to caster level -10| Killed, paralyzed, weakened, dazed\n\nThe effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.  \n  \n_Dazed_ : The creature can take no actions for 1 round, though it defends itself normally. Save negates.\n\n_Weakened_ : The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.\n\n_Paralyzed_ : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.\n\n_Killed_ : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).\n\nFurthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the _blasphemy_ or not __. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose Hit Dice exceed your caster level are unaffected by _blasphemy_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Chain Lightning",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "electricity"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Targets": "one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "1d6/level damage, 1 more bolt/level.",
            "description": "This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike _lightning bolt_ , _chain lightning_ strikes one object or creature initially, then arcs to other targets.\n\nThe bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.\n\nEach target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Charm Monster, Mass",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": null,
            "effects": {
              "Targets": "One or more creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 day/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As charm monster, but all within 30 ft.",
            "description": "This spell functions like _charm monster_ , except that _mass charm monster_ affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Circle Of Death",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a crushed black pearl worth 500 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a crushed black pearl worth 500 gp)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "several living creatures within a 40-ft.-radius burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Kills 1d4/level HD of creatures.",
            "description": "_Circle of death_ snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Contingency",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "at least 10 minutes; see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "quicksilver and an eyelash of a spell-using creature",
                "type": "M"
              },
              {
                "text": "ivory statuette of you worth 1,500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 day/level (D) or until discharged",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Sets trigger condition for another spell.",
            "description": "You can place another spell upon your person so that it comes into effect under some condition you dictate when casting _contingency_. The _contingency_ spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast _contingency_.  \n  \nThe spell to be brought into effect by the _contingency_ must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).\n\nThe conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the _contingency_ immediately brings into effect the companion spell, the latter being \"cast\" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (_contingency_ and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.\n\nYou can use only one _contingency_ spell at a time; if a second is cast, the first one (if still active) is dispelled.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Create Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 hour",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one corpse"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Raises ghouls, ghasts, mummies, or mohrgs from physical remains.",
            "description": "A much more potent spell than _animate dead_ , this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.\n\n##### Caster Level\n\nCaster Level| Undead Created  \n---|---  \n11th or lower| Ghoul  \n12th-14th| Ghast  \n15th-17th| Mummy  \n18th or higher| Mohrg\n\nYou may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.  \n  \nThis spell must be cast at night.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Cure Moderate Wounds, Mass",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless) or Will half; see text",
            "spell_resistance": "yes (harmless) or yes; see text",
            "short_description": "Cures 2d8 damage + 1/level, affects 1 subject/level.",
            "description": "This spell functions like _mass cure light wounds_ , except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Dictum",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "lawful",
              "sonic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "40 ft.",
            "effects": {
              "Area": "nonlawful creatures in a 40-ft.-radius spread centered on you"
            },
            "duration": "instantaneous",
            "saving_throw": "none or Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Kills, paralyzes, staggers, or deafens nonlawful targets.",
            "description": "Any nonlawful creature within the area of a _dictum_ spell suffers the following ill effects.\n\n##### HD\n\nHD| Effect  \n---|---  \nEqual to caster level| Deafened  \nUp to caster level -1| Staggered, deafened  \nUp to caster level -5| Paralyzed, staggered, deafened  \nUp to caster level -10| Killed, paralyzed, staggered, deafened\n\nThe effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.  \n  \n_Deafened_ : The creature is deafened for 1d4 rounds. Save negates.\n\n_Staggered_ : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.\n\n_Paralyzed_ : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.\n\n_Killed_ : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).\n\nFurthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the _dictum_ or not __. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose Hit Dice exceed your caster level are unaffected by _dictum_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Dimensional Lock",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "20-ft.-radius emanation centered on a point in space"
            },
            "duration": "1 day/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Teleportation and interplanar travel blocked for 1 day/level.",
            "description": "You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include _astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport_ , and similar spell-like abilities. Once _dimensional lock_ is in place, extradimensional travel into or out of the area is not possible.\n\nA _dimensional lock_ does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Discern Location",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "unlimited",
            "effects": {
              "Target": "one creature or object"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Reveals exact location of creature or object.",
            "description": "A _discern location_ spell is among the most powerful means of locating creatures or objects. Nothing short of a _mind blank_ spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. _Discern location_ circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.\n\nTo find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Disintegrate",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a lodestone and a pinch of dust",
                "type": "M"
              },
              {
                "text": "a lodestone and a pinch of dust",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a lodestone and a pinch of dust)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial (object)",
            "spell_resistance": "yes",
            "short_description": "Reduces one creature or object to dust.",
            "description": "A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.\n\nWhen used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as _forceful hand_ or a _wall of force_ , but not magical effects such as a _globe of invulnerability_ or an _antimagic field_.\n\nA creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.\n\nOnly the first creature or object struck can be affected; that is, the ray affects only one target per casting.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Dominate Monster",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {
              "Target": "one creature"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As dominate person, but any creature.",
            "description": "This spell functions like _dominate person_ , except that the spell is not restricted by creature type.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Elemental Body III",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the element you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the element you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Large elemental.",
            "description": "This spell functions as _elemental body II_ , except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.\n\n_Air elemental_ : As _elemental body I_ except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus. \n\n_Earth elemental_ : As _elemental body I_ except that you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus. \n\n_Fire elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.\n\n_Water elemental_ : As _elemental body I_ except that you gain a +2 size bonus to your Strength, a -2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Eyebite",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "pain"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Target becomes panicked, sickened, and comatose.",
            "description": "Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.\n\n##### HD\n\nHD| Effect  \n---|---  \n10 or more| Sickened  \n5-9| Panicked, sickened  \n4 or less| Comatose, panicked, sickened\n\nThe effects are cumulative and concurrent.  \n  \n_Sickened_ : Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a _remove disease_ or _heal_ spell, but a _remove curse_ is effective.\n\n_Panicked_ : The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.\n\n_Comatose_ : The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a _sleep_ effect, and thus elves are not immune to it.\n\nYou must spend a swift action each round after the first to target a foe.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Find The Path",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              }
            ],
            "casting_time": "3 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a set of divination counters",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a set of divination counters)",
            "range": "personal or touch",
            "effects": {
              "Target": "you or creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "none or Will negates (harmless)",
            "spell_resistance": "no or yes (harmless)",
            "short_description": "Shows most direct way to a location.",
            "description": "The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. _Find the path_ works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.\n\nThe spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself __. The spell ends when the destination is reached or the duration expires, whichever comes first._Find the path_ can be used to remove the subject and its companions from the effect of a _maze_ spell in a single round, specifying the destination as \"outside the maze.\" This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Fire Seeds",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "acorns or holly berries",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (acorns or holly berries)",
            "range": "touch",
            "effects": {
              "Targets": "up to four acorns or up to eight holly berries"
            },
            "duration": "10 min./level or until used",
            "saving_throw": "none or Reflex half; see text",
            "spell_resistance": "no",
            "short_description": "Acorns and berries become grenades and bombs.",
            "description": "Depending on the version of _fire seeds_ you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.\n\n_Acorn Grenades_ : As many as four acorns turn into special thrown splash weapons. An acorn grenade has a range increment of 20 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d4 points of fire damage per caster level (maximum 20d4) divided among the acorns as you wish. No acorn can deal more than 10d4 points of damage.\n\nEach acorn grenade explodes upon striking any hard surface. In addition to its regular fire damage, all creatures adjacent to the explosion take 1 point of fire damage per die of the explosion. This explosion of fire ignites any combustible materials adjacent to the target.\n\n_Holly Berry Bombs_ : You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Flesh To Stone",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "lime, water, and earth",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (lime, water, and earth)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Turns subject creature into statue.",
            "description": "The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as _deathwatch_.\n\nOnly creatures made of flesh are affected by this spell.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Forbiddance",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "6 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube), DF",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "60-ft. cube/level (S)"
            },
            "duration": "permanent",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "short_description": "Blocks planar travel, damages creatures of different alignment.",
            "description": "_Forbiddance_ seals an area against all planar travel into or within it. This includes all teleportation spells (such as _dimension door_ and _teleport)_ , plane shifting __, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.\n\nIn addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.\n\n_Alignments identical_ : No effect. The creature may enter the area freely (although not by planar travel).\n\n_Alignments different with respect to either law/chaos or good/evil_ : The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.\n\n_Alignments different with respect to both law/chaos and good/evil_ : The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.\n\nAt your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting. Adding a password requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.\n\n_Dispel magic_ does not dispel a _forbiddance_ effect unless the dispeller's level is at least as high as your caster level.\n\nYou can't have multiple overlapping _forbiddance_ effects. In such a case, the more recent effect stops at the boundary of the older effect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Forceful Hand",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a soft glove",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a soft glove)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "10-ft. hand"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Hand pushes creatures away.",
            "description": "This spell functions as _interposing hand_ , except that it can also pursue and bull rush one opponent you select. The _forceful hand_ gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action. _Forceful hand_ prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the _forceful_ hand and the target closer to you. The _forceful hand_ can instead be directed to interpose itself, as _interposing hand_ does.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Form Of The Dragon I",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a scale of the dragon type you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a scale of the dragon type you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Turns you into a Medium dragon.",
            "description": "You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.\n\n_Black dragon_ 60-foot line of acid, resist acid 20, swim 60 feet\n\n _Blue dragon_ 60-foot line of electricity, resist electricity 20, burrow 20 feet\n\n _Green dragon_ 30-foot cone of acid, resist acid 20, swim 40 feet\n\n _Red dragon_ 30-foot cone of fire, resist fire 30, vulnerability to cold\n\n _White dragon_ 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire\n\n _Brass dragon_ 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold\n\n _Bronze dragon_ 60-foot line of electricity, resist electricity 20, swim 60 feet\n\n _Copper dragon_ 60-foot line of acid, resist acid 20, _spider climb_ (always active)\n\n_Gold dragon_ 30-foot cone of fire, resist fire 20, swim 60 feet\n\n _Silver dragon_ 30-foot cone of cold, resist cold 30, vulnerability to fire",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Freezing Sphere",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small crystal sphere",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a small crystal sphere)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Target, Effect, or Area": "see text"
            },
            "duration": "instantaneous or 1 round/level; see text",
            "saving_throw": "Reflex half; see text",
            "spell_resistance": "yes",
            "short_description": "Freezes water or deals cold damage.",
            "description": "_Freezing sphere_ creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.\n\nIf the _freezing sphere_ strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.\n\nYou can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the _freezing sphere_ bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Giant Form I",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Large giant.",
            "description": "When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype. Once you assume your new form, you gain the following abilities: a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, a +4 natural armor bonus, and low-light vision. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Globe Of Invulnerability",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As lesser globe of invulnerability, plus 4th-level spell effects.",
            "description": "This spell functions like _lesser globe of invulnerability_ , except that it also excludes 4th-level spells and spell-like effects.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Glyph Of Warding, Greater",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered diamond worth 200 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered diamond worth 200 gp)",
            "range": "touch",
            "effects": {
              "Target or Area": "object touched or up to 5 sq. ft./level"
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "see text",
            "spell_resistance": "no (object) and yes; see text",
            "short_description": "As glyph of warding, but up to 10d8 damage or 6th-level spell.",
            "description": "This spell functions like _glyph of warding_ , except that a _greater blast glyph_ deals up to 10d8 points of damage, and a _greater spell glyph_ can store a spell of 6th level or lower.\n\n_Read magic_ allows you to identify a _greater glyph of warding_ with a DC 16 Spellcraft check.\n\n_Material Component_ : You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Guards And Wards",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "30 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood",
                "type": "M"
              },
              {
                "text": "a small silver rod",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)",
            "range": "anywhere within the area to be warded",
            "effects": {
              "Area": "up to 200 sq. ft./level (S)"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "short_description": "Array of magic effects protect area.",
            "description": "This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.\n\n_Fog_ : Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: none. Spell Resistance: no.\n\n_Arcane Locks_ : All doors in the warded area are _arcane locked_. Saving Throw: none. Spell Resistance: no.\n\n_Webs_ : Webs fill all stairs from top to bottom. These strands are identical with those created by the _web_ spell, except that they regrow in 10 minutes if they are burned or torn away while the _guards and wards_ spell lasts. Saving Throw: Reflex negates; see text for _web_. Spell Resistance: no.\n\n_Confusion_ : Where there are choices in direction--such as a corridor intersection or side passage--a minor _confusion-_ type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Spell Resistance: yes.\n\n_Lost Doors_ : One door per caster level is covered by a _silent image_ to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: no.\n\nIn addition, you can place your choice of one of the following five magical effects.\n\n1\\. _Dancing lights_ in four corridors. You can designate a simple program that causes the lights to repeat as long as the _guards and wards_ spell lasts. Saving Throw: none. Spell Resistanceno.\n\n2\\. A _magic mouth_ in two places. Saving Throw: none. Spell Resistanceno.\n\n3\\. A _stinking cloud_ in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the _guards and wards_ spell lasts. Saving Throw: Fortitude negates; see text for _stinking cloud_. Spell Resistanceno.\n\n4\\. A _gust of wind_ in one corridor or room. Saving Throw: Fortitude negates. Spell Resistanceyes.\n\n5\\. A _suggestion_ in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the _suggestion_ mentally. Saving Throw: Will negates. Spell Resistanceyes.\n\nThe whole warded area radiates strong magic of the abjuration school. A _dispel magic_ cast on a specific effect, if successful, removes only that effect. A successful _mage's disjunction_ destroys the entire _guards and wards_ effect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Harm",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half; see text",
            "spell_resistance": "yes",
            "short_description": "Deals 10 points/level damage to target.",
            "description": "_Harm_ charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, _harm_ deals half this amount. _Harm_ cannot reduce the target's hit points to less than 1.\n\nIf used on an undead creature, _harm_ acts like _heal_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Heroes' Feast",
            "school": "conjuration",
            "subschool": [],
            "descriptor": [
              "creation"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "feast for one creature/level"
            },
            "duration": "1 hour plus 12 hours; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Food for one creature/level cures and grants combat bonuses.",
            "description": "You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both _neutralize poison_ and _remove disease_ , and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.\n\nIf the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Holy Word",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "good",
              "sonic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "40 ft.",
            "effects": {
              "Area": "nongood creatures in a 40-ft.-radius spread centered on you"
            },
            "duration": "instantaneous",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Kills, paralyzes, blinds, or deafens nongood subjects.",
            "description": "Any nongood creature within the area of a _holy word_ spell suffers the following ill effects.\n\n##### HD\n\nHD| Effect  \n---|---  \nEqual to caster level| Deafened  \nUp to caster level -1| Blinded, deafened  \nUp to caster level -5| Paralyzed, blinded, deafened  \nUp to caster level -10| Killed, paralyzed, blinded, deafened\n\nThe effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.  \n  \n_Deafened_ : The creature is deafened for 1d4 rounds. Save negates.\n\n_Blinded_ : The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds.\n\n_Paralyzed_ : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.\n\n_Killed_ : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).\n\nFurthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the _holy word_ or not __. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose HD exceed your caster level are unaffected by _holy word_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Incendiary Cloud",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "cloud spreads in 20-ft. radius, 20 ft. high"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Reflex half, see text",
            "spell_resistance": "no",
            "short_description": "Deals 6d6 fire damage/round.",
            "description": "An _incendiary cloud_ spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a _fog cloud_ does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.\n\nAs with a _cloudkill_ spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.\n\nAs with _fog cloud_ , wind disperses the smoke, and the spell can't be cast underwater.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Inflict Moderate Wounds, Mass",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Deals 2d8 damage + 1/level, affects 1 subject/level.",
            "description": "This spell functions like _mass inflict light wounds_ , except that it deals 2d8 points of damage + 1 point per caster level (maximum +30).",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Ironwood",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              }
            ],
            "casting_time": "1 minute/lb. created",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "wood to be transformed",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (wood to be transformed)",
            "range": "0 ft.",
            "effects": {
              "Effect": "an ironwood object weighing up to 5 lbs./level"
            },
            "duration": "1 day/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Magic wood is as strong as steel.",
            "description": "_Ironwood_ is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, _ironwood_ is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on _ironwood_. Spells that affect wood do affect _ironwood_ , although _ironwood_ does not burn. Using this spell with _wood shape_ or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.\n\nFurther, if you make only half as much _ironwood_ as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Irresistible Dance",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1d4+1 rounds",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "Forces subject to dance.",
            "description": "The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Liveoak",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "tree touched"
            },
            "duration": "1 day/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Oak becomes treant guardian.",
            "description": "This spell turns an oak tree into a protector or guardian. The spell can only be cast on a single tree at a time; while _liveoak_ is in effect, you can't cast it again on another tree. _Liveoak_ must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The _liveoak_ spell triggers the tree into animating as a treant. \n\nIf _liveoak_ is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Mage's Lucubration",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "instantaneous",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Wizard only. Recalls spell of 5th level or lower.",
            "description": "You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The chosen spell is stored in your mind as through prepared in the normal fashion.\n\nIf the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Maze",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Traps subject in extradimensional maze.",
            "description": "You banish the subject into an extradimensional labyrinth. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, freeing the subject.\n\nOn escaping or leaving the maze, the subject reappears where it had been when the _maze_ spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as _teleport_ and _dimension door_ , do not help a creature escape a _maze_ spell, although a _plane shift_ spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Move Earth",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "clay, loam, sand, and an iron blade",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (clay, loam, sand, and an iron blade)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "dirt in an area up to 750 ft. square and up to 10 ft. deep (S)"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Digs trenches and builds hills.",
            "description": "_Move earth_ moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.\n\nIn no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.\n\nThis spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.\n\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.\n\nThis spell has no effect on earth creatures.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Permanent Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {
              "Effect": "figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)"
            },
            "duration": "permanent (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Permanent illusion, includes sight, sound, smell, and thermal effects.",
            "description": "This spell functions like _silent image_ , except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Planar Ally",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "offerings worth 1,250 gp plus payment",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (offerings worth 1,250 gp plus payment), DF",
            "range": null,
            "effects": {
              "Effect": "one or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As lesser planar ally, but up to 12 HD.",
            "description": "This spell functions like _lesser planar ally_ , except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Planar Binding, Greater",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": ": V, S",
            "range": null,
            "effects": {
              "Targets": "up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear."
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As lesser planar binding, but up to 18 HD.",
            "description": "This spell functions like _lesser planar binding_ , except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Plant Shape II",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Large plant creature.",
            "description": "This spell functions as _plant shape I_ except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.\n\n_Large plant_ : If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Programmed Image",
            "school": "illusion",
            "subschool": [
              "figment"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "fleece and jade dust worth 25 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (fleece and jade dust worth 25 gp)",
            "range": null,
            "effects": {
              "Effect": "visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)"
            },
            "duration": "permanent until triggered, then 1 round/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As major image, but triggered by event.",
            "description": "This spell functions like _silent image_ , except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.\n\nYou set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See _magic mouth_ for more details about such triggers.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Project Image",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small replica of you worth 5 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a small replica of you worth 5 gp)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "one shadow duplicate"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "no",
            "short_description": "Illusory double can talk and cast spells.",
            "description": "You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).\n\nYou can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.\n\nIf you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.\n\nObjects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use _dimension door, teleport, plane shift_ , or a similar spell that breaks your line of effect, even momentarily, the spell ends.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Protection From Spells",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond worth 500 gp",
                "type": "M"
              },
              {
                "text": "One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)",
            "range": "touch",
            "effects": {
              "Targets": "up to one creature touched per four levels"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Confers +8 resistance bonus.",
            "description": "The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Repel Wood",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "60-ft. line-shaped emanation from you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Pushes away wooden objects.",
            "description": "Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.\n\nObjects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action. If a spear is planted (set) in a way that prevents this forced movement, it splinters. Even magic items with wooden sections are repelled, although an _antimagic field_ blocks the effects.\n\nThe waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Scrying, Greater",
            "school": "divination",
            "subschool": [
              "scrying"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "see text",
            "effects": {
              "Effect": "magical sensor"
            },
            "duration": "1 hour/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "As scrying, but faster and longer.",
            "description": "This spell functions like _scrying_ , except as noted above. Additionally, all of the following spells function reliably through the sensor: _detect chaos_ , _detect evil_ , _detect good_ , _detect law_ , _detect magic_ , _message_ , _read magic_ , and _tongues_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Shout, Greater",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "sonic"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a metal or ivory horn",
                "type": "F"
              }
            ],
            "component_text": ": V, S, F (a metal or ivory horn)",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial or Reflex negates (object); see text",
            "spell_resistance": "yes (object)",
            "short_description": "Devastating yell deals 10d6 sonic damage; stuns creatures.",
            "description": "This spell functions like _shout_ , except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Spellstaff",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the staff that stores the spell",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (the staff that stores the spell)",
            "range": "touch",
            "effects": {
              "Target": "wooden quarterstaff touched"
            },
            "duration": "permanent until discharged (D)",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "Stores one spell in wooden quarterstaff.",
            "description": "You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one _spellstaff_ at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the _spellstaff_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Statue",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "lime, sand, and a drop of water stirred by an iron spike",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (lime, sand, and a drop of water stirred by an iron spike)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject can become a statue at will.",
            "description": "A _statue_ spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The subject of a _statue_ spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Stone Tell",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Talk to natural or worked stone.",
            "description": "You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Stone To Flesh",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of blood mixed with earth",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of blood mixed with earth)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (object); see text",
            "spell_resistance": "yes",
            "short_description": "Restores petrified creature.",
            "description": "This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn an animated stone statue into an animated flesh statue, but an ordinary statue would become a mass of inert flesh in the shape of the statue. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Summon Monster VI",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Elementalist Wizard",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster VI\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)*| --  \nBabau (demon)| Chaotic, Evil  \nBearded devil| Evil, Lawful  \nBralani azata| Chaotic, Good  \nDire lion*| --  \nElemental (Large)| Elemental  \nGiant moray eel*| --  \nKyton| Evil, Lawful  \nOrca (dolphin)*| --  \nSalamander| Evil  \nWoolly rhinoceros*| --  \nXill| Evil, Lawful  \n6th Level| Subtype  \nDire bear*| --  \nDire tiger*| --  \nElasmosaurus (dinosaur)*| --  \nElemental (Huge)| Elemental  \nElephant*| --  \nErinyes (devil)| Evil, Lawful  \nGiant octopus*| --  \nInvisible stalker| Air  \nLillend azata| Chaotic, Good  \nShadow demon| Chaotic, Evil  \nSuccubus (demon)| Chaotic, Evil  \nTriceratops (dinosaur)*| --  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Summon Monster VIII",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons elemental creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster VIII\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)*| --  \nBabau (demon)| Chaotic, Evil  \nBearded devil| Evil, Lawful  \nBralani azata| Chaotic, Good  \nDire lion*| --  \nElemental (Large)| Elemental  \nGiant moray eel*| --  \nKyton| Evil, Lawful  \nOrca (dolphin)*| --  \nSalamander| Evil  \nWoolly rhinoceros*| --  \nXill| Evil, Lawful  \n6th Level| Subtype  \nDire bear*| --  \nDire tiger*| --  \nElasmosaurus (dinosaur)*| --  \nElemental (Huge)| Elemental  \nElephant*| --  \nErinyes (devil)| Evil, Lawful  \nGiant octopus*| --  \nInvisible stalker| Air  \nLillend azata| Chaotic, Good  \nShadow demon| Chaotic, Evil  \nSuccubus (demon)| Chaotic, Evil  \nTriceratops (dinosaur)*| --  \n7th Level| Subtype  \nBebelith| Chaotic, Evil  \nBone devil| Evil, Lawful  \nBrachiosaurus (dinosaur)*| --  \nDire crocodile*| --  \nDire shark*| --  \nElemental (greater)| Elemental  \nGiant squid*| --  \nMastadon (elephant)*| --  \nRoc*| --  \nTyrannosaurus (dinosaur)*| --  \nVrock (demon)| Chaotic, Evil  \n8th Level| Subtype  \nBarbed devil| Evil, Lawful  \nElemental (elder)| Elemental  \nHezrou (demon)| Chaotic, Evil  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Summon Nature's Ally VI",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally VI\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)| --  \nCyclops| --  \nDire lion| --  \nDolphin (orca)| --  \nElemental (Large)| Elemental  \nEttin| --  \nGiant moray eel| --  \nGirallon| --  \nManticore| --  \nWoolly rhinoceros| --  \n6th Level| Subtype  \nBulette| --  \nDire bear| --  \nDire tiger| --  \nElasmosaurus (dinosaur)| --  \nElemental (Huge)| Elemental  \nElephant| --  \nGiant octopus| --  \nHill giant| --  \nStegosaurus (dinosaur)| --  \nStone giant| Earth  \nTriceratops (dinosaur)| --",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Symbol Of Fear",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Triggered rune panics nearby creatures.",
            "description": "This spell functions like _symbol of death_ , except that all creatures within 60 feet of the _symbol of fear_ instead become panicked for 1 round per caster level.\n\n_Note_ Magic traps such as _symbol of fear_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 31 for _symbol of fear_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Symbol Of Persuasion",
            "school": "enchantment",
            "subschool": [
              "charm"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Triggered rune charms creatures.",
            "description": "This spell functions like _symbol of death_ , except that all creatures within the radius of a _symbol of persuasion_ instead become charmed by the caster (as the _charm monster_ spell) for 1 hour per caster level.\n\nUnlike _symbol of death_ , _symbol of persuasion_ has no hit point limit; once triggered, a _symbol of persuasion_ simply remains active for 10 minutes per caster level.\n\n_Note_ Magic traps such as _symbol of persuasion_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 31 for _symbol of persuasion_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Sympathetic Vibration",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "sonic"
            ],
            "levels": [
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tuning fork",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a tuning fork)",
            "range": "touch",
            "effects": {
              "Target": "one freestanding structure"
            },
            "duration": "up to 1 round/level",
            "saving_throw": "none; see text",
            "spell_resistance": "yes",
            "short_description": "Deals 2d10 damage/round to freestanding structure.",
            "description": "By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.\n\n_Sympathetic vibration_ cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Sympathy",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "emotion",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 hour",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a drop of honey and crushed pearls worth 1,500 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a drop of honey and crushed pearls worth 1,500 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one location (up to a 10-ft. cube/level) or one object"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Object or location attracts certain creatures.",
            "description": "You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.\n\nCreatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 × 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.\n\n_Sympathy_ counters and dispels _antipathy_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Teleportation Circle",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Summoner",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "amber dust to cover circle worth 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, M (amber dust to cover circle worth 1,000 gp)",
            "range": "0 ft.",
            "effects": {
              "Effect": "5-ft.-radius circle that teleports those who activate it"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Teleports creatures inside circle.",
            "description": "You create a circle on the floor or other horizontal surface that teleports, as _greater teleport,_ any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.\n\nThe circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.\n\n_Teleportation circle_ can be made permanent with a _permanency_ spell. A permanent _teleportation circle_ that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.\n\nMagic traps such as _teleportation circle_ are hard to detect and disable. A character with the trapfinding class feature can use Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case of _teleportation circle_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Transformation",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Magus",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Witch",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 round/level",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You gain combat bonuses.",
            "description": "You become a fighting machine--stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items.\n\nYou gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).\n\nYou lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Transport Via Plants",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 6
              },
              {
                "class": "Hunter",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "unlimited",
            "effects": {
              "Target": "you and touched objects or other touched willing creatures"
            },
            "duration": "1 round",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Move instantly from one plant to another of the same kind.",
            "description": "You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The plants must be alive. The destination plant need not be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the _transport via plants_ spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.\n\nYou can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported by the spell must be in physical contact with one another, and at least one of those creatures must be in contact with you.\n\nYou can't use this spell to travel through plant creatures.\n\nThe destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from it.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Undeath To Death",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond powder worth 500 gp",
                "type": "M"
              },
              {
                "text": "diamond powder worth 500 gp",
                "type": "DF"
              }
            ],
            "component_text": ": V, S, M/DF (diamond powder worth 500 gp)",
            "range": null,
            "effects": {
              "Area": "several undead creatures within a 40-ft.-radius burst"
            },
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Destroys 1d4/level HD of undead (max. 20d4).",
            "description": "This spell functions like _circle of death_ , except that it destroys undead creatures as noted above.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Veil",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 6
              },
              {
                "class": "Bard",
                "level": 6
              },
              {
                "class": "Skald",
                "level": 6
              },
              {
                "class": "Sorcerer",
                "level": 6
              },
              {
                "class": "Wizard",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Targets": "one or more creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "concentration + 1 hour/level (D)",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes; see text",
            "short_description": "Changes appearance of a group of creatures.",
            "description": "You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.\n\nUnwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Wind Walk",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Alchemist",
                "level": 6
              },
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Targets": "you and one touched creature per three levels"
            },
            "duration": "1 hour/level (D); see text",
            "saving_throw": "no and Will negates (harmless)",
            "spell_resistance": "no and yes (harmless)",
            "short_description": "You and your allies turn vaporous and travel fast.",
            "description": "You alter the substance of your body to a cloudlike vapor (as the _gaseous form_ spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.\n\nNormally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.\n\nA wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.\n\nFor the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Word Of Chaos",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "chaotic",
              "sonic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Inquisitor",
                "level": 6
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "40 ft.",
            "effects": {
              "Area": "nonchaotic creatures in a 40-ft.-radius spread centered on you"
            },
            "duration": "instantaneous",
            "saving_throw": "none or Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Kills, confuses, stuns, or deafens nonchaotic subjects.",
            "description": "Any nonchaotic creature within the area of a _word of chaos_ spell suffers the following ill effects, depending on their HD.\n\n##### HD\n\nHD| Effect  \n---|---  \nEqual to caster level| Deafened  \nUp to caster level -1| Stunned, deafened  \nUp to caster level -5| Confused, stunned, deafened  \nUp to caster level -10| Killed, confused, stunned, deafened\n\nThe effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.  \n  \n_Deafened_ : The creature is deafened for 1d4 rounds. Save negates.\n\n_Stunned_ : The creature is stunned for 1 round. Save negates.\n\n_Confused_ : The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.\n\n_Killed_ : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).\n\nFurthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the _word of chaos_ or not. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose HD exceed your caster level are unaffected by _word of chaos_.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Word Of Recall",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 6
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 6
              },
              {
                "class": "Warpriest",
                "level": 6
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "unlimited",
            "effects": {
              "Target": "you and touched objects or other willing creatures"
            },
            "duration": "instantaneous",
            "saving_throw": "none or Will negates (harmless, object)",
            "spell_resistance": "no or yes (harmless, object)",
            "short_description": "Teleports you back to designated place.",
            "description": "_Word of recall_ teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.\n\nAn unwilling creature can't be teleported by _word of recall_. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.",
            "source": "Core Rulebook",
            "min_level": 6
          },
          {
            "name": "Animate Plants",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one Large plant per three caster levels or all plants within range; see text"
            },
            "duration": "1 round/level or 1 hour/level; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "One or more plants animate and fight for you.",
            "description": "You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.\n\nUse the statistics for animated objects, except that plants smaller than Large don't have hardness.\n\n_Animate plants_ cannot affect plant creatures, nor does it affect nonliving vegetable material.\n\n_Entangle_ : Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an _entangle_ spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Arcane Sight, Greater",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As arcane sight, but also reveals magic effects on creatures and objects.",
            "description": "This spell functions like _arcane sight_ , except that you automatically know which spells or magical effects are active upon any individual or object you see.\n\nUnlike _arcane sight_ , this spell cannot be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Changestaff",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a quarterstaff that has been carved and polished for 28 days",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a quarterstaff that has been carved and polished for 28 days)",
            "range": "touch",
            "effects": {
              "Target": "your touched staff"
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Your staff becomes a treant on command.",
            "description": "You change a specially prepared quarterstaff into a Huge treant-like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Control Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of bone and a piece of raw meat",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of bone and a piece of raw meat)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Undead don't attack you while under your command.",
            "description": "This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.\n\nIntelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Control Weather",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "10 minutes; see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "2 miles",
            "effects": {
              "Area": "2-mile-radius circle, centered on you; see text"
            },
            "duration": "4d12 hours; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Changes weather in local area.",
            "description": "You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.\n\n##### Season\n\nSeason| Possible Weather  \n---|---  \nSpring| Tornado, thunderstorm, sleet storm, or hot weather  \nSummer| Torrential rain, heat wave, or hailstorm  \nAutumn| Hot or cold weather, fog, or sleet  \nWinter| Frigid cold, blizzard, or thaw  \nLate winter| Hurricane-force winds or early spring\n\nYou control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather--where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.  \n  \n_Control weather_ can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.\n\nA druid casting this spell doubles the duration and affects a circle with a 3-mile radius.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Cure Serious Wounds, Mass",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless) or Will half; see text",
            "spell_resistance": "yes (harmless) or yes; see text",
            "short_description": "Cures 3d8 damage + 1/level, affects 1 subject/level.",
            "description": "This spell functions like _mass cure light wounds_ , except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Delayed Blast Fireball",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": "5 rounds or less; see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "1d6/level fire damage; you can postpone blast for up to 5 rounds.",
            "description": "This spell functions like _fireball_ , except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by _delayed blast fireball_ can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Destruction",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "holy or unholy symbol costing 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (holy or unholy symbol costing 500 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial",
            "spell_resistance": "yes",
            "short_description": "Kills subject and destroys remains.",
            "description": "This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use _true resurrection_ , a carefully worded _wish_ spell followed by _resurrection_ , or _miracle_.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Elemental Body IV",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "the element you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (the element you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min/level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Huge elemental.",
            "description": "This spell functions as _elemental body III_ , except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.\n\n_Air elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).\n\n_Earth elemental_ : As _elemental body I_ except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus. \n\n_Fire elemental_ : As _elemental body I_ except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.\n\n_Water elemental_ : As _elemental body I_ except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Finger Of Death",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial",
            "spell_resistance": "yes",
            "short_description": "Deals 10 damage/level to one subject.",
            "description": "This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Fire Storm",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "two 10-ft. cubes per level (S)"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "short_description": "Deals 1d6/level fire damage.",
            "description": "When a _fire storm_ spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Forcecage",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "ruby dust worth 500 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (ruby dust worth 500 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "barred cage (20-ft. cube) or windowless cell (10-ft. cube)"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Reflex negates",
            "spell_resistance": "no",
            "short_description": "Cube or cage of force imprisons all inside.",
            "description": "This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).\n\nCreatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.\n\nLike a _wall of force_ , a _forcecage_ resists _dispel magic_ , although a _mage's disjunction_ still functions __. The walls of a _forcecage_ can be damaged by spells as normal, except for _disintegrate_ , which automatically destroys it. The walls of a _forcecage_ can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a _sphere of annihilation_ or _rod of cancellation_ instantly destroys a _forcecage_.\n\n_Barred Cage_ : This version of the spell produces a 20-foot cube made of bands of force (similar to a _wall of force_ spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.\n\n_Windowless Cell_ : This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Form Of The Dragon II",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a scale of the dragon type you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a scale of the dragon type you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Turns you into a Large dragon.",
            "description": "This spell functions as _form of the dragon I_ except that it also allows you to assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Grasping Hand",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a soft glove",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a soft glove)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "10-ft. hand"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Hand provides cover, pushes, or grapples.",
            "description": "This spell functions as _interposing hand_ , except that it can also grapple one opponent you select. The _grasping hand_ gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10, granting no bonus on the Combat Maneuver Defense). The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The _grasping hand_ can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as _interposing hand_ does.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Hold Person, Mass",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a small, straight piece of iron",
                "type": "F"
              },
              {
                "text": "a small, straight piece of iron",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a small, straight piece of iron)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Targets": "one or more humanoid creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 round/level (D); see text",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "As hold person, but all within 30 ft.",
            "description": "This spell functions like _hold person_ , except as noted above.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Inflict Serious Wounds, Mass",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Deals 3d8 damage + 1/level, affects 1 subject/level.",
            "description": "This spell functions like _mass inflict light wounds_ , except that it deals 3d8 points of damage + 1 point per caster level (maximum +35).",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Insanity",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Target": "one living creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "short_description": "Subject suffers continuous confusion.",
            "description": "The affected creature suffers from a continuous _confusion_ effect, as the spell.\n\n_Remove curse_ does not remove _insanity. Greater restoration, heal, limited wish, miracle_ , or _wish_ can restore the creature.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Instant Summons",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "sapphire worth 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (sapphire worth 1,000 gp)",
            "range": "see text",
            "effects": {
              "Target": "one object weighing 10 lbs. or less whose longest dimension is 6 ft. or less"
            },
            "duration": "permanent until discharged",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Prepared object appears in your hand.",
            "description": "You call some nonliving item directly to your hand from virtually any location.\n\nFirst, you must place your _arcane mark_ on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.\n\nIf the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.\n\nThe inscription on the gem is invisible. It is also unreadable, except by means of a _read magic_ spell, to anyone but you.\n\nThe item can be summoned from another plane, but only if no other creature has claimed ownership of it.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Limited Wish",
            "school": "universal",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond worth 1,500 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (diamond worth 1,500 gp)",
            "range": "see text",
            "effects": {
              "Target, Effect, or Area": "see text"
            },
            "duration": "see text",
            "saving_throw": "none, see text",
            "spell_resistance": "yes",
            "short_description": "Alters reality (within limits).",
            "description": "A _limited wish_ lets you create nearly any type of effect. For example, a _limited wish_ can do any of the following things.\n\n  * Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.\n  * Duplicate any non-sorcerer/wizard spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.\n  * Duplicate any sorcerer/wizard spell of 5th level or lower, even if it belongs to one of your opposition schools.\n  * Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools. \n  * Undo the harmful effects of many spells, such as _geas/quest_ or _insanity_.\n  * Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.\n\n\n\nA duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a _limited wish_ spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Mage's Magnificent Mansion",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "extradimensional mansion, up to three 10-ft. cubes/level (S)"
            },
            "duration": "2 hours/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Door leads to extradimensional mansion.",
            "description": "You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as _unseen servant_ spells except that they are visible and can go anywhere in the mansion.\n\nSince the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Mage's Sword",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a miniature platinum sword worth 250 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a miniature platinum sword worth 250 gp)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one sword"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Floating magic blade strikes opponents.",
            "description": "This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of ×2.\n\nThe sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.\n\nEach round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.\n\nThe sword cannot be attacked or harmed by physical attacks, but _dispel magic_ , _disintegrate_ , a _sphere of annihilation_ , or a _rod of cancellation_ affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).\n\nIf an attacked creature has spell resistance, the resistance is checked the first time _mage's sword_ strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Phase Door",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "touch",
            "effects": {
              "Effect": "ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels"
            },
            "duration": "one usage per two levels",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates an invisible passage through a barrier.",
            "description": "This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The _phase door_ is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the _phase door_ and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A _gem of true seeing_ or similar magic reveals the presence of a _phase door_ but does not allow its use.\n\nA _phase door_ is subject to _dispel magic_. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a _passwall_ effect.\n\nYou can allow other creatures to use the _phase door_ by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.\n\n_Phase door_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Plant Shape III",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Huge plant.",
            "description": "This spell functions as _plant shape II_ except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: DR, regeneration 5, and trample. \n\n_Huge plant_ : If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a -2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Polymorph, Greater",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you choose",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you choose)",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "1 min/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Gives one willing subject a new, more powerful form.",
            "description": "This spell functions as _polymorph_ except that it allows the creature to take on the form of a dragon or plant creature. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as _beast shape IV_. If the form is that of an elemental, the spell functions as _elemental body III_. If the form is that of a humanoid, the spell functions as _alter self_. If the form is that of a plant, the spell functions as _plant shape II_. If the form is that of a dragon, the spell functions as _form of the dragon I_. The subject may choose to resume its normal form as a full-round action; doing so ends the spell.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Power Word Blind",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature with 200 hp or less"
            },
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Blinds creature with 200 hp or less.",
            "description": "You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected.\n\n##### Hit Points\n\nHit Points| Duration  \n---|---  \n50 or less| Permanent  \n51-100| 1d4+1 minutes  \n101-200| 1d4+1 rounds",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Prismatic Spray",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "short_description": "Rays hit subjects with variety of effects.",
            "description": "This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.\n\n##### 1d8\n\n1d8| Color of Beam|   \n---|---|---  \n1| Red| 20 points fire damage (Reflex half)  \n2| Orange| 40 points acid damage (Reflex half)  \n3| Yellow| 80 points electricity damage (Reflex half)  \n4| Green| Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*  \n5| Blue|  _Flesh to stone_ (Fortitude negates)  \n6| Indigo| Insane, as insanity spell (Will negates)  \n7| Violet| Sent to another plane (Will negates)  \n8| Struck by two rays| Roll twice more, ignoring any \"8\" results  \n* See poisons.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Refuge",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a prepared object worth 1,500 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a prepared object worth 1,500 gp)",
            "range": "touch",
            "effects": {
              "Target": "object touched"
            },
            "duration": "permanent until discharged",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Alters item to transport its possessor to your abode.",
            "description": "When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject).\n\nYou can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the _refuge_ spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Regenerate",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              }
            ],
            "casting_time": "3 full rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "living creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).",
            "description": "The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.\n\n_Regenerate_ also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Restoration, Greater",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              }
            ],
            "casting_time": "3 rounds",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond dust worth 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (diamond dust worth 5,000 gp)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "As restoration, plus restores all levels and ability scores.",
            "description": "This spell functions like _lesser restoration_ , except that it dispels all permanent and temporary negative levels afflicting the healed creature. _Greater restoration_ also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Resurrection",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond worth 10,000 gp",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (diamond worth 10,000 gp), DF",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Fully restore dead subject.",
            "description": "This spell functions like _raise dead_ , except that you are able to restore life and complete strength to any deceased creature.\n\nThe condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a _disintegrate_ spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.\n\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected). \n\nYou can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Reverse Gravity",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "lodestone and iron filings",
                "type": "M"
              },
              {
                "text": "lodestone and iron filings",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (lodestone and iron filings)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Area": "up to one 10-ft. cube/level (S)"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none; see text",
            "spell_resistance": "no",
            "short_description": "Objects and creatures fall upward.",
            "description": "This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.\n\nProvided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Shadow Conjuration, Greater",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "see text",
            "effects": {
              "Effect": "see text"
            },
            "duration": "see text",
            "saving_throw": "Will disbelief (if interacted with); varies; see text",
            "spell_resistance": "yes; see text",
            "short_description": "As shadow conjuration, but up to 6th level and 60% real.",
            "description": "This spell functions like _shadow conjuration_ , except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Summon Nature's Ally VII",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally VII\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)| --  \nCyclops| --  \nDire lion| --  \nDolphin (orca)| --  \nElemental (Large)| Elemental  \nEttin| --  \nGiant moray eel| --  \nGirallon| --  \nManticore| --  \nWoolly rhinoceros| --  \n6th Level| Subtype  \nBulette| --  \nDire bear| --  \nDire tiger| --  \nElasmosaurus (dinosaur)| --  \nElemental (Huge)| Elemental  \nElephant| --  \nGiant octopus| --  \nHill giant| --  \nStegosaurus (dinosaur)| --  \nStone giant| Earth  \nTriceratops (dinosaur)| --  \n7th Level| Subtype  \nBrachiosaurus (dinosaur)| --  \nDire crocodile| --  \nDire shark| --  \nElemental (greater)| Elemental  \nFire giant| Fire  \nFrost giant| Cold  \nGiant squid| --  \nMastadon (elephant)| --  \nRoc| --  \nTyrannosaurus (dinosaur)| --",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Sunbeam",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "60 ft.",
            "effects": {
              "Area": "line from your hand"
            },
            "duration": "1 round/level or until all beams are exhausted",
            "saving_throw": "Reflex negates and Reflex half; see text",
            "spell_resistance": "yes",
            "short_description": "Beam blinds and deals 4d6 damage.",
            "description": "For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.  \n  \nEach creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.\n\nAn undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.\n\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Symbol Of Stunning",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Triggered rune stuns creatures.",
            "description": "This spell functions like _symbol of death_ , except that all creatures within 60 feet of a _symbol of stunning_ instead become stunned for 1d6 rounds.\n\n_Note_ Magic traps such as _symbol of stunning_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 32 for _symbol of stunning_.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Symbol Of Weakness",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Cleric",
                "level": 7
              },
              {
                "class": "Oracle",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Warpriest",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Triggered rune weakens creatures.",
            "description": "This spell functions like _symbol of death_ , except that every creature within 60 feet of a _symbol of weakness_ instead suffers crippling weakness that deals 3d6 points of Strength damage.\n\nUnlike _symbol of death_ , _symbol of weakness_ has no hit point limit; once triggered, a _symbol of weakness_ simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.\n\n_Note_ Magic traps such as _symbol of weakness_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 32 for _symbol of weakness_.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Teleport Object",
            "school": "conjuration",
            "subschool": [
              "teleportation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": "touch",
            "effects": {
              "Target": "one touched object of up to 50 lbs./level and 3 cu. ft./level"
            },
            "duration": null,
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "As teleport, but affects a touched object.",
            "description": "This spell functions like _teleport_ , except that it teleports an object, not you. Creatures and magical forces cannot be teleported.  \n  \nIf desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted _dispel magic_ spell cast on that point brings the vanished item back from the Ethereal Plane.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Transmute Metal To Wood",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "all metal objects within a 40-ft.-radius burst"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes (object; see text)",
            "short_description": "Metal within 40 ft. becomes wood.",
            "description": "This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.\n\nOnly _limited wish_ , _miracle_ , _wish_ , or similar magic can restore a transmuted object to its metallic state.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Vision",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Shaman",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As legend lore, but quicker.",
            "description": "This spell functions like _legend lore_ , except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Waves Of Exhaustion",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 7
              },
              {
                "class": "Sorcerer",
                "level": 7
              },
              {
                "class": "Witch",
                "level": 7
              },
              {
                "class": "Wizard",
                "level": 7
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "cone-shaped burst"
            },
            "duration": "instantaneous",
            "saving_throw": "no",
            "spell_resistance": "yes",
            "short_description": "Several targets become exhausted.",
            "description": "Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.",
            "source": "Core Rulebook",
            "min_level": 7
          },
          {
            "name": "Animal Shapes",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to one willing creature per level, all within 30 ft. of each other."
            },
            "duration": "1 hour/level (D)",
            "saving_throw": "none, see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "One ally/level polymorphs into chosen animal.",
            "description": "As _beast shape III_ , except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Clenched Fist",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a leather glove",
                "type": "F"
              },
              {
                "text": "a leather glove",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a leather glove)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Large hand provides cover, pushes, or attacks your foes.",
            "description": "This spell functions like _interposing hand_ , except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.\n\nThe hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), - 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.\n\nThe _clenched fist_ can also interpose itself as _interposing hand_ does, or it can bull rush an opponent as _forceful hand_ does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Cloak Of Chaos",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "chaotic"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny reliquary worth 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a tiny reliquary worth 500 gp)",
            "range": "20 ft.",
            "effects": {
              "Targets": "one creature/level in a 20-ft.-radius burst centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "+4 to AC, +4 resistance, and SR 25 against lawful spells.",
            "description": "A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become _confused_. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike _protection from law_ , the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.\n\nSecond, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.\n\nThird, the abjuration protects from possession and mental influence, just as _protection from law_ does.\n\nFinally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is _confused_ for 1 round (Will save negates, as with the _confusion_ spell, but against the save DC of _cloak of chaos_).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Clone",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "laboratory supplies worth 1,000 gp",
                "type": "M"
              },
              {
                "text": "special laboratory equipment costing 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)",
            "range": "0 ft.",
            "effects": {
              "Effect": "one clone"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Duplicate awakens when original dies.",
            "description": "This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.\n\nTo create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.\n\nWhen the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.\n\nThe spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Control Plants",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "1 min./level",
            "saving_throw": "Will negates",
            "spell_resistance": "no",
            "short_description": "Controls actions of one or more plant creatures.",
            "description": "This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.\n\nSuicidal or self-destructive commands are simply ignored.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Create Greater Undead",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Creates shadows, wraiths, spectres, or devourers.",
            "description": "This spell functions like _create undead_ , except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.\n\n##### Caster Level\n\nCaster Level| Undead Created  \n---|---  \n15th or lower| Shadow  \n16th-17th| Wraith  \n18th-19th| Spectre  \n20th or higher| Devourer",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Cure Critical Wounds, Mass",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless) or Will half; see text",
            "spell_resistance": "yes (harmless) or yes; see text",
            "short_description": "Cures 4d8 damage + 1/level for many creatures.",
            "description": "This spell functions like _mass cure light wounds_ , except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Demand",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "short_description": "As sending, plus you can send suggestion.",
            "description": "This spell functions like _sending_ , but the message can also contain a _suggestion_ (see the _suggestion_ spell), which the subject does its best to carry out. A successful Will save negates the _suggestion_ effect but not the contact itself. The _demand_ , if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the _demand_ is issued, the message is understood but the _suggestion_ is ineffective.\n\nThe _demand_ 's message to the creature must be 25 words or less, including the _suggestion_. The creature can also give a short reply immediately.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Earthquake",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "80-ft.-radius spread (S)"
            },
            "duration": "1 round",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Intense tremor shakes 80-ft.-radius.",
            "description": "When you cast _earthquake_ , an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an _earthquake_ spell depends on the nature of the terrain where it is cast.\n\n_Cave, Cavern, or Tunnel_ : The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An _earthquake_ cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.\n\n_Cliffs_ :_Earthquake_ causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).\n\n_Open Ground_ : Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details).\n\n_Structure_ : Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).\n\n_River, Lake, or Marsh_ : Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.\n\n_Pinned Beneath Rubble_ : Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Form Of The Dragon III",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a scale of the dragon type you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a scale of the dragon type you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "see text",
            "spell_resistance": "no",
            "short_description": "Turns you into a Huge dragon.",
            "description": "This spell functions as _form of the dragon II_ save that it also allows you to take the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element (of the same type _form of the dragon I_ grants resistance to). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Giant Form II",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of the creature whose form you plan to assume",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a piece of the creature whose form you plan to assume)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Turns you into a Huge giant.",
            "description": "This spell functions as _giant form I_ except that it also allows you to assume the form of any Huge creature of the giant type. You gain the following abilities: a +8 size bonus to Strength, a -2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Holy Aura",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "good"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny reliquary worth 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a tiny reliquary worth 500 gp)",
            "range": "20 ft.",
            "effects": {
              "Targets": "one creature/level in a 20-ft.-radius burst centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "+4 to AC, +4 resistance, and SR 25 against evil spells.",
            "description": "A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike _protection from evil_ , this benefit applies against all attacks, not just against attacks by evil creatures.\n\nSecond, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.\n\nThird, the abjuration protects the recipient from possession and mental influence, just as _protection from evil_ does.\n\nFinally, if an evil creature succeeds on a melee attack against a creature warded by a _holy aura_ , the offending attacker is blinded (Fortitude save negates, as _blindness/deafness_ , but against _holy aura's_ save DC).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Horrid Wilting",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a bit of sponge",
                "type": "M"
              },
              {
                "text": "a bit of sponge",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a bit of sponge)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Targets": "living creatures, no two of which can be more than 60 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude half",
            "spell_resistance": "yes",
            "short_description": "Deals 1d6/level damage within 30 ft.",
            "description": "This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Inflict Critical Wounds, Mass",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": null,
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature/level, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "short_description": "Deals 4d8 damage + 1/level, affects 1 subject/level.",
            "description": "This spell functions like _mass inflict light wounds_ , except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Iron Body",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a piece of iron from an iron golem, a hero's armor, or a war machine",
                "type": "M"
              },
              {
                "text": "a piece of iron from an iron golem, a hero's armor, or a war machine",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a piece of iron from an iron golem, a hero's armor, or a war machine)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Your body becomes living iron.",
            "description": "This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.\n\nYou gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.\n\nYour unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.\n\nYour weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean--at least until the spell duration expires.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Mind Blank",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "24 hours",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "Subject is protected from mental/emotional magic and scrying.",
            "description": "The subject is protected from all devices and spells that gather information about the target through divination magic (such as _detect evil, locate creature, scry_ , and _see invisible_). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. _Mind blank_ even foils _limited wish_ , _miracle_ , and _wish_ spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as _arcane eye_ , the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Moment Of Prescience",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1 hour/level or until discharged",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You gain +1/level insight bonus on single attack roll, check, or save.",
            "description": "This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the _moment of prescience_ before you make the roll it is to modify. Once used, the spell ends. You can't have more than one _moment of prescience_ active on you at the same time.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Planar Ally, Greater",
            "school": "conjuration",
            "subschool": [
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "offerings worth 2,500 gp plus payment",
                "type": "M"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, M (offerings worth 2,500 gp plus payment), DF",
            "range": null,
            "effects": {
              "Effect": "up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear."
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As lesser planar ally, but up to 18 HD.",
            "description": "This spell functions like _lesser planar ally_ , except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Polar Ray",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "cold"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Elementalist Wizard",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a white ceramic cone or prism",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a white ceramic cone or prism)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "ray"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.",
            "description": "A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Polymorph Any Object",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury, gum arabic, and smoke",
                "type": "M"
              },
              {
                "text": "mercury, gum arabic, and smoke",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (mercury, gum arabic, and smoke)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature, or one nonmagical object of up to 100 cu. ft./level"
            },
            "duration": "see text",
            "saving_throw": "Fortitude negates (object); see text",
            "spell_resistance": "yes (object)",
            "short_description": "Changes a subject into anything else.",
            "description": "This spell functions like _greater polymorph_ , except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms--you aren't limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.\n\n##### Changed Subject Is...\n\nChanged Subject Is…| Increase to Duration Factor*  \n---|---  \nSame kingdom (animal, vegetable, mineral)| +5  \nSame class (mammals, fungi, metals, etc.)| +2  \nSame size| +2  \nRelated (twig is to tree, wolf fur is to wolf, etc.)| +2  \nSame or lower Intelligence| +2  \n*Add all that apply. Look up the total on the next table.  \nDuration Factor| Duration| Example  \n---|---|---  \n0| 20 minutes| Pebble to human  \n2| 1 hour| Marionette to human  \n4| 3 hours| Human to marionette  \n5| 12 hours| Lizard to manticore  \n6| 2 days| Sheep to wool coat  \n7| 1 week| Shrew to manticore  \n9+| Permanent| Manticore to shrew  \n  \nIf the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma)__, this spell grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.\n\nThis spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.\n\nThis spell can also be used to duplicate the effects of _baleful polymorph, greater polymorph, flesh to stone_ , _stone to flesh_ , _transmute mud to rock_ , _transmute metal to wood_ , or _transmute rock to mud_.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Power Word Stun",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature with 150 hp or less"
            },
            "duration": "See text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Stuns creature with 150 hp or less.",
            "description": "You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by _power word stun_.\n\n##### Hit Points\n\nHit Points| Duration  \n---|---  \n50 or less| 4d4 rounds  \n51-100| 2d4 rounds  \n101-150| 1d4 rounds",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Prismatic Wall",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "wall 4 ft./level wide, 2 ft./level high"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "short_description": "Wall's colors have array of effects.",
            "description": "_Prismatic wall_ creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.  \n  \nThe wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A _prismatic wall_ spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.\n\nEach color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.\n\nThe wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; however, the first color must be brought down before the second can be affected, and so on. A _rod of cancellation_ or a _mage's disjunction_ spell destroys a _prismatic wall_ , but an _antimagic field_ fails to penetrate it. _Dispel magic_ and _greater dispel magic_ can only be used on the wall once all the other colors have been destroyed. Spell resistance is effective against a _prismatic wall_ , but the caster level check must be repeated for each color present.\n\n_Prismatic wall_ can be made permanent with a _permanency_ spell.\n\n##### Prismatic Wall\n\nOrder| Color| Effect of Color| Negated by  \n---|---|---|---  \n1st| Red| Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).| _Cone of cold_  \n2nd| Orange| Stops magical ranged weapons.Deals 40 points of acid damage (Reflex half).| _Gust of wind_  \n3rd| Yellow| Stops poisons, gases, and petrification.Deals 80 points of electricity damage (Reflex half).| _Disintegrate_  \n4th| Green| Stops breath weapons.Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves).| _Passwall_  \n5th| Blue| Stops divination and mental attacks.Turned to stone (Fortitude negates).| _Magic missile_  \n6th| Indigo| Stops all spells.Will save or become insane (as _insanity_ spell).| _Daylight_  \n7th| Violet| Energy field destroys all objects and effects.*Creatures sent to another plane (Will negates).| _Dispel magic_ or _greater dispel magic_  \n* The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Prying Eyes, Greater",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 minute",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a handful of crystal marbles",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a handful of crystal marbles)",
            "range": "1 mile",
            "effects": {
              "Effect": "10 or more levitating eyes"
            },
            "duration": "1 hour/level; see text (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "As prying eyes, but eyes have true seeing.",
            "description": "This spell functions like _prying eyes_ , except that the eyes can see all things as they actually are, just as if they had _true seeing_ with a range of 120 feet. Thus, they can navigate darkened areas at normal speed. Also, a _greater prying eye_ 's maximum Perception modifier is +25 instead of +15.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Repel Metal Or Stone",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "earth"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "60 ft.",
            "effects": {
              "Area": "60-ft. line from you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Pushes away metal and stone.",
            "description": "This spell creates waves of invisible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.\n\nObjects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an _antimagic field_ blocks the effects. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.\n\nThe waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Scintillating Pattern",
            "school": "illusion",
            "subschool": [
              "pattern"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a crystal prism",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a crystal prism)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "colorful lights in a 20-ft.-radius spread"
            },
            "duration": "concentration + 2 rounds",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Twisting colors confuse, stun, or render unconscious.",
            "description": "A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD.\n\n_6 or less_ : Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then _confused_ : for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)\n\n_7 to 12_ : Stunned for 1d4 rounds, then _confused_ for an additional 1d4 rounds. \n\n_13 or more_ : _Confused_ for 1d4 rounds. \n\nSightless creatures are not affected by _scintillating pattern_.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Screen",
            "school": "illusion",
            "subschool": [
              "glamer"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "30-ft. cube/level (S)"
            },
            "duration": "24 hours",
            "saving_throw": "none or Will disbelief (if interacted with); see text",
            "spell_resistance": "no",
            "short_description": "Illusion hides area from vision and scrying.",
            "description": "This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Shadow Evocation, Greater",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "see text",
            "effects": {
              "Effect": "see text"
            },
            "duration": "see text",
            "saving_throw": "Will disbelief (if interacted with)",
            "spell_resistance": "yes",
            "short_description": "As shadow evocation, but up to 7th level and 60% real.",
            "description": "This spell functions like _shadow evocation_ , except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a _greater shadow evocation_ , a damaging spell deals only three-fifths (60%) damage.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Shield Of Law",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "lawful"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a reliquary worth 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a reliquary worth 500 gp)",
            "range": "20 ft.",
            "effects": {
              "Targets": "one creature/level in a 20-ft.-radius burst centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "+4 to AC, +4 resistance, and SR 25 against chaotic spells.",
            "description": "A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and _slowing_ chaotic creatures when they strike the subjects. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike _protection from chaos_ , this benefit applies against all attacks, not just against attacks by chaotic creatures.\n\nSecond, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.\n\nThird, the abjuration protects you from possession and mental influence, just as _protection from chaos_ does.\n\nFinally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is _slowed_ (Will save negates, as the _slow_ spell, but against _shield of law_ 's save DC).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Spell Immunity, Greater",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "10 min./level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "As spell immunity, but up to 8th-level spells.",
            "description": "This spell functions like _spell immunity_ , except the immunity applies to spells of 8th level or lower. A creature can have only one _spell immunity_ or _greater spell immunity_ spell in effect on it at a time.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Summon Nature's Ally VIII",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 8
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally VIII\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)| --  \nCyclops| --  \nDire lion| --  \nDolphin (orca)| --  \nElemental (Large)| Elemental  \nEttin| --  \nGiant moray eel| --  \nGirallon| --  \nManticore| --  \nWoolly rhinoceros| --  \n6th Level| Subtype  \nBulette| --  \nDire bear| --  \nDire tiger| --  \nElasmosaurus (dinosaur)| --  \nElemental (Huge)| Elemental  \nElephant| --  \nGiant octopus| --  \nHill giant| --  \nStegosaurus (dinosaur)| --  \nStone giant| Earth  \nTriceratops (dinosaur)| --  \n7th Level| Subtype  \nBrachiosaurus (dinosaur)| --  \nDire crocodile| --  \nDire shark| --  \nElemental (greater)| Elemental  \nFire giant| Fire  \nFrost giant| Cold  \nGiant squid| --  \nMastadon (elephant)| --  \nRoc| --  \nTyrannosaurus (dinosaur)| --  \n8th Level| Subtype  \nCloud giant| Air  \nElemental (elder)| Elemental  \nPurple worm| --",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Sunburst",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "light"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "sunstone and fire source",
                "type": "M"
              },
              {
                "text": "sunstone and fire source",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (sunstone and fire source)",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "80-ft.-radius burst"
            },
            "duration": "instantaneous",
            "saving_throw": "Reflex partial; see text",
            "spell_resistance": "yes",
            "short_description": "Blinds all within 10 ft., deals 6d6 damage.",
            "description": "_Sunburst_ causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.\n\nAn undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.\n\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.\n\n_Sunburst_ dispels any darkness spells of lower than 9th level within its area.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Symbol Of Death",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)",
            "range": "0 ft.; see text",
            "effects": {
              "Effect": "one symbol"
            },
            "duration": "see text",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Triggered rune kills nearby creatures.",
            "description": "This spell allows you to scribe a potent rune of power upon a surface. When triggered, a _symbol of death_ kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The _symbol of death_ affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the _symbol_ becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the _symbol of death_ is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the _symbol_ only once as long as it remains within the area, though if it leaves the area and returns while the _symbol_ is still active, it must save again.\n\nUntil it is triggered, the _symbol of death_ is inactive (though visible and legible at a distance of 60 feet). To be effective, a _symbol of death_ must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the _symbol of death_ ineffective, unless a creature removes the covering, in which case the _symbol of death_ works normally.\n\nAs a default, a _symbol of death_ is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a _symbol of death_ 's triggering conditions cannot be changed.\n\nIn this case, \"reading\" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a _symbol of death_ to render it inoperative triggers it if the symbol reacts to touch. You can't use a _symbol of death_ offensively; for instance, a touch-triggered _symbol of death_ remains untriggered if an item bearing the _symbol of death_ is used to touch a creature. Likewise, a _symbol of death_ cannot be placed on a weapon and set to activate when the weapon strikes a foe.\n\nYou can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a _symbol of death_ can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify. \n\nWhen scribing a _symbol of death_ , you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect _._ Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.\n\nYou also can attune any number of creatures to the _symbol of death,_ but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a _symbol of death_ cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own _symbols of death_ , and thus always ignore the effects and cannot inadvertently trigger them.\n\n_Read magic_ allows you to identify a _symbol_ with a Spellcraft check (DC 10 + the _symbol's_ spell level). Of course, if the _symbol_ is set to be triggered by reading it, this will trigger the symbol.\n\nA _symbol of death_ can be removed by a successful _dispel magic_ targeted solely on the rune. An _erase_ spell has no effect on a _symbol of death._ Destruction of the surface where a _symbol of death_ is inscribed destroys the _symbol_ but also triggers it.\n\n_Symbol of death_ can be made permanent with a _permanency_ spell. A permanent _symbol of death_ that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.\n\n_Note_ Magic traps such as _symbol of death_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 33 for _symbol of death_.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Symbol Of Insanity",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Will negates",
            "spell_resistance": null,
            "short_description": "Triggered rune renders nearby creatures insane.",
            "description": "This spell functions like _symbol of death_ , except that all creatures within the radius of the _symbol of insanity_ instead become permanently insane (as the _insanity_ spell).\n\nUnlike _symbol of death_ , symbol of insanity has no hit point limit; once triggered, a _symbol of insanity_ simply remains active for 10 minutes per caster level.\n\n_Note_ Magic traps such as _symbol of insanity_ are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 33 for _symbol of insanity_.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Telekinetic Sphere",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a crystal sphere and a pair of small magnets",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (a crystal sphere and a pair of small magnets)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "1-ft.-diameter/level sphere, centered around creatures or objects"
            },
            "duration": "1 min./level (D)",
            "saving_throw": "Reflex negates (object)",
            "spell_resistance": "yes (object)",
            "short_description": "As resilient sphere, but you move the sphere telekinetically.",
            "description": "This spell functions like _resilient sphere_ , but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a _telekinetic sphere_ , weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.\n\nYou can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration.\n\nThe sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.\n\nYou can move the sphere telekinetically even if you are in it.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Temporal Stasis",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "permanent",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Puts subject into suspended animation.",
            "description": "You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful _dispel magic_ spell or a _freedom_ spell).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Trap The Soul",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 8
              },
              {
                "class": "Sorcerer",
                "level": 8
              },
              {
                "class": "Witch",
                "level": 8
              },
              {
                "class": "Wizard",
                "level": 8
              }
            ],
            "casting_time": "1 standard action or see text",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "gem worth 1,000 gp per HD of the trapped creature",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (gem worth 1,000 gp per HD of the trapped creature)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one creature"
            },
            "duration": "permanent; see text",
            "saving_throw": "see text",
            "spell_resistance": "yes; see text",
            "short_description": "Imprisons subject within gem.",
            "description": "_Trap the soul_ forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.\n\nDepending on the version selected, the spell can be triggered in one of two ways.\n\n_Spell Completion_ : First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.\n\n_Trigger Object_ : The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A _sympathy_ spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Unholy Aura",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [
              "evil"
            ],
            "levels": [
              {
                "class": "Cleric",
                "level": 8
              },
              {
                "class": "Oracle",
                "level": 8
              },
              {
                "class": "Warpriest",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny reliquary worth 500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a tiny reliquary worth 500 gp)",
            "range": "20 ft.",
            "effects": {
              "Targets": "one creature/level in a 20-ft.-radius burst centered on you"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes (harmless)",
            "short_description": "+4 to AC, +4 resistance, and SR 25 against good spells.",
            "description": "A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of _protection from good_ , this benefit applies against all attacks, not just against attacks by good creatures.\n\nSecond, a warded creature gains SR 25 against good spells and spells cast by good creatures.\n\nThird, the abjuration protects the subjects from possession and mental influence, just as _protection from good_ does.\n\nFinally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Whirlwind",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "air"
            ],
            "levels": [
              {
                "class": "Druid",
                "level": 8
              },
              {
                "class": "Shaman",
                "level": 8
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "Reflex negates; see text",
            "spell_resistance": "yes",
            "short_description": "Cyclone deals damage and can pick up creatures.",
            "description": "This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.)\n\nAny Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.",
            "source": "Core Rulebook",
            "min_level": 8
          },
          {
            "name": "Astral Projection",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "30 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "jacinth worth 1,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (jacinth worth 1,000 gp)",
            "range": "touch",
            "effects": {
              "Targets": "you plus one additional willing creature touched per two caster levels"
            },
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Projects you and companions onto Astral Plane.",
            "description": "By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.\n\nYou project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.\n\nWhile you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.\n\nYou and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as _dispel magic_ cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).\n\nWhen this spell ends, your astral body and all of its gear, vanishes.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Crushing Hand",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "force"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a soft glove",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (a soft glove)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "10-ft. hand"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Large hand provides cover, pushes, or crushes your foes.",
            "description": "This spell functions as _interposing hand_ , except that it can also grapple one opponent as _grasping hand_. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A _crushing hand_ deals 2d6+12 points of damage on each successful grapple check against an opponent. The _crushing hand_ can instead be directed to bull rush a target (as _forceful hand_), using the same bonuses outlined above, or it can be directed to interpose itself, as _interposing hand_ does.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Elemental Swarm",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "two or more summoned creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "10 min./level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons multiple elementals.",
            "description": "This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose any plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.\n\nWhen the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.\n\nThe elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.\n\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Energy Drain",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": "Fortitude partial; see text for enervation",
            "spell_resistance": null,
            "short_description": "Subject gains 2d4 negative levels.",
            "description": "This spell functions like _enervation_ , except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = _energy drain_ spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.\n\nAn undead creature struck by the ray gains 2d4 × 5 temporary hit points for 1 hour.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Etherealness",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": "touch; see text",
            "effects": {
              "Targets": "you and one other touched creature per three levels"
            },
            "duration": "1 min./level (D)",
            "saving_throw": null,
            "spell_resistance": "yes",
            "short_description": "Travel to Ethereal Plane with companions.",
            "description": "This spell functions like _ethereal jaunt_ , except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.\n\nWhen the spell expires, all affected creatures on the Ethereal Plane return to material existence.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Foresight",
            "school": "divination",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a hummingbird's feather",
                "type": "M"
              },
              {
                "text": "a hummingbird's feather",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M/DF (a hummingbird's feather)",
            "range": "personal or touch",
            "effects": {
              "Target": "see text"
            },
            "duration": "10 min./level",
            "saving_throw": "none or Will negates (harmless)",
            "spell_resistance": "no or yes (harmless)",
            "short_description": "\"Sixth sense\" warns of impending danger.",
            "description": "This spell grants you a powerful sixth sense in relation to yourself or another. Once _foresight_ is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.\n\nWhen another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Freedom",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels) or see text",
            "effects": {
              "Target": "one creature"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes",
            "short_description": "Releases creature from imprisonment.",
            "description": "The subject is freed from spells and effects that restrict movement, including _binding_ , _entangle_ , grappling, _imprisonment_ , _maze_ , paralysis, petrification, pinning, _sleep_ , _slow_ , stunning, _temporal stasis_ , and _web_. To free a creature from _imprisonment_ or _maze_ , you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the _maze_.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Gate",
            "school": "conjuration",
            "subschool": [
              "creation",
              "calling"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Elementalist Wizard",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "see text",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (see text)",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "see text"
            },
            "duration": "instantaneous or concentration (up to 1 round/level); see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Connects two planes for travel or summoning.",
            "description": "Casting a _gate_ spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.\n\nSecond, you may then call a particular individual or kind of being through the _gate_.\n\nThe _gate_ itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.\n\nA _gate_ has a front and a back. Creatures moving through the _gate_ from the front are transported to the other plane; creatures moving through it from the back are not.\n\n_Planar Travel_ : As a mode of planar travel, a _gate_ spell functions much like a _plane shift_ spell, except that the _gate_ opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a _gate_ from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you--anyone who chooses to step through the portal is transported. A _gate_ cannot be opened to another point on the same plane; the spell works only for interplanar travel.\n\nYou may hold the _gate_ open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.\n\n_Calling Creatures_ : The second effect of the _gate_ spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the _gate_ to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the _gate_ , although they may choose to do so of their own accord. This use of the spell creates a _gate_ that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.\n\nIf you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.\n\nIf you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the _lesser planar ally_ spell for appropriate rewards. Some creatures may want their payment in \"livestock\" rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.\n\nFailure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.\n\n_Note_ : When you use a calling spell such as _gate_ to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Heal, Mass",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Targets": "one or more creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "short_description": "As heal, but affects 1 subject/level.",
            "description": "This spell functions like _heal_ , except as noted above. The maximum number of hit points restored to each creature is 250.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Hold Monster, Mass",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "one hard metal bar or rod, which can be as small as a three-penny nail",
                "type": "M"
              },
              {
                "text": "one hard metal bar or rod, which can be as small as a three-penny nail",
                "type": "DF"
              }
            ],
            "component_text": ": V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)",
            "range": null,
            "effects": {
              "Targets": "one or more creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As hold monster, but all within 30 ft.",
            "description": "This spell functions like _hold person_ , except that it affects multiple creatures and holds any living creature that fails its Will save.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Implosion",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one corporeal creature/round"
            },
            "duration": "concentration (up to 1 round per 2 levels)",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Inflict 10 damage/level to one creature/round.",
            "description": "This spell causes a destructive resonance in a corporeal creature's body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level. If you break concentration, the spell immediately ends, though any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Imprisonment",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "touch",
            "effects": {
              "Target": "creature touched"
            },
            "duration": "instantaneous",
            "saving_throw": "Will negates; see text",
            "spell_resistance": "yes",
            "short_description": "Entombs subject beneath the earth.",
            "description": "When you cast _imprisonment_ and touch a creature, it is entombed in a state of suspended animation (see the _temporal stasis_ spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a _freedom_ spell is cast at the locale where the imprisonment took place. Magical search by a _crystal ball_ , a _locate object_ spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but _discern location_ does. A _wish_ or _miracle_ spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Mage's Disjunction",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Area": "all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)"
            },
            "duration": "1 minute/level",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "no",
            "short_description": "Dispels magic, disenchants magic items.",
            "description": "All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a _dispel magic_ spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.\n\nYou also have a 1% chance per caster level of destroying an _antimagic field_. If the _antimagic field_ survives the _disjunction_ , no items within it are disjoined.\n\nYou can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to _mage's disjunction_ , though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even _miracle_ or _wish_. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Meteor Swarm",
            "school": "evocation",
            "subschool": [],
            "descriptor": [
              "fire"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Elementalist Wizard",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Area": "four 40-ft.-radius spreads, see text"
            },
            "duration": "instantaneous",
            "saving_throw": "none or Reflex half, see text",
            "spell_resistance": "yes",
            "short_description": "Four meteors each deal 6d6 fire damage.",
            "description": "_Meteor swarm_ is a very powerful and spectacular spell that is similar to _fireball_ in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.\n\nIf you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a -4 penalty on the saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.\n\nOnce a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Miracle",
            "school": "evocation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "text": "see text",
                "type": "S"
              }
            ],
            "component_text": "V, S; see text",
            "range": "see text",
            "effects": {
              "Target, Effect, or Area": "see text"
            },
            "duration": "see text",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "short_description": "Requests a deity's intercession.",
            "description": "You don't so much cast a _miracle_ as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.\n\nA _miracle_ can do any of the following things.\n\n  * Duplicate any cleric spell of 8th level or lower. \n  * Duplicate any other spell of 7th level or lower.\n  * Undo the harmful effects of certain spells, such as _feeblemind_ or _insanity_.\n  * Have any effect whose power level is in line with the above effects.\n\n\n\nAlternatively, a cleric can make a very powerful request. Casting such a _miracle_ costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful _miracles_ of this sort could include the following:\n\n  * Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.\n  * Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.\n  * Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.\n\n\n\nIn any event, a request that is out of line with the deity's (or alignment's) nature is refused.\n\nA duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a _miracle_ spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Power Word Kill",
            "school": "enchantment",
            "subschool": [
              "compulsion"
            ],
            "descriptor": [
              "death",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature with 100 hp or less"
            },
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "short_description": "Kills one creature with 100 hp or less.",
            "description": "You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by _power word kill_.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Prismatic Sphere",
            "school": "abjuration",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": ": V",
            "range": "10 ft.",
            "effects": {
              "Effect": "10-ft.-radius sphere centered on you"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As prismatic wall, but surrounds on all sides.",
            "description": "This spell functions like _prismatic wall_ , except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.   \n  \nThe sphere's _blindness_ effect on creatures with less than 8 HD lasts 2d4 × 10 minutes.\n\nYou can pass into and out of the _prismatic sphere_ and remain near it without harm. When you're inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.\n\nTypically, only the upper hemisphere of the globe exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.\n\nThe colors of the sphere have the same effects as the colors of a _prismatic wall_.\n\n_Prismatic sphere_ can be made permanent with a _permanency_ spell.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Shades",
            "school": "illusion",
            "subschool": [
              "shadow"
            ],
            "descriptor": [
              "shadow"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As shadow conjuration, but up to 8th level and 80% real.",
            "description": "This spell functions like _shadow conjuration_ , except that it mimics conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Shambler",
            "school": "conjuration",
            "subschool": [
              "creation"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "medium (100 ft. + 10 ft./level)",
            "effects": {
              "Effect": "three or more shambling mounds, no two of which can be more than 30 ft. apart; see text"
            },
            "duration": "7 days or 7 months (D); see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Creates 1d4+2 shambling mounds to fight for you.",
            "description": "The _shambler_ spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is 7 months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared. You can only have one _shambler_ spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. The shamblers have resistance to fire as normal shambling mounds do only if the terrain where they are summoned is rainy, marshy, or damp.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Shapechange",
            "school": "transmutation",
            "subschool": [
              "polymorph"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "jade circlet worth 1,500 gp",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (jade circlet worth 1,500 gp)",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "10 min./level (D)",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "Transforms you into certain creatures, and lets you change forms once per round.",
            "description": "This spell allows you to take the form of a wide variety of creatures. This spell can function as _alter self_ , _beast shape IV_ , _elemental body IV_ , _form of the dragon III_ , _giant form II_ , and _plant shape III_ depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Soul Bind",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "see text",
                "type": "F"
              }
            ],
            "component_text": "V, S, F (see text)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "corpse"
            },
            "duration": "permanent",
            "saving_throw": "Will negates",
            "spell_resistance": "no",
            "short_description": "Traps newly dead soul to prevent resurrection.",
            "description": "You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through _clone_ , _raise dead_ , _reincarnation_ , _resurrection_ , _true resurrection_ , or even a _miracle_ or a _wish_. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).\n\nThe focus for this spell is a black sapphire of at least 1,000 gp value for every HD possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or HD as such, the value of the gem needed to trap an individual can be researched.)",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Storm Of Vengeance",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Druid",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              }
            ],
            "component_text": "V, S",
            "range": "long (400 ft. + 40 ft./level)",
            "effects": {
              "Effect": "360-ft.-radius storm cloud"
            },
            "duration": "concentration (maximum 10 rounds) (D)",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "short_description": "Storm rains acid, lightning, and hail.",
            "description": "You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 × 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.\n\n_2nd Round_ : Acid rains down in the area, dealing 1d6 points of acid damage (no save).\n\n_3rd Round_ : You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.\n\n_4th Round_ : Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).\n\n_5th through 10th Rounds_ : Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.\n\nRanged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the _storm of vengeance_ 's save DC + the level of the spell the caster is trying to cast.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Summon Monster IX",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "F"
              },
              {
                "text": "a tiny bag and a small candle",
                "type": "DF"
              }
            ],
            "component_text": "V, S, F/DF (a tiny bag and a small candle)",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons extraplanar creature to fight for you.",
            "description": "This spell functions like _summon monster I_ , except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\n##### Table: Summon Monster IX\n\n1st Level| Subtype  \n---|---  \nDire rat*| --  \nDog*| --  \nDolphin*| --  \nEagle*| --  \nFire beetle*| --  \nPoisonous frog*| --  \nPony (horse)*| --  \nViper (snake)*| --  \n2nd Level| Subtype  \nAnt, giant (worker)*| --  \nElemental (Small)| Elemental  \nGiant centipede*| --  \nGiant frog*| --  \nGiant spider*| --  \nGoblin dog*| --  \nHorse*| --  \nHyena*| --  \nLemure (devil)| Evil, Lawful  \nOctopus*| --  \nSquid*| --  \nWolf*| --  \n3rd Level| Subtype  \nAnt, giant (soldier)*| --  \nApe*| --  \nAurochs (herd animal)*| --  \nBoar*| --  \nCheetah*| --  \nConstrictor snake*| --  \nCrocodile*| --  \nDire bat*| --  \nDretch (demon)| Chaotic, Evil  \nElectric eel*| --  \nLantern archon| Good, Lawful  \nLeopard (cat)*| --  \nMonitor lizard*| --  \nShark*| --  \nWolverine*| --  \n4th Level| Subtype  \nAnt, giant (drone)*| --  \nBison (herd animal)*| --  \nDeinonychus (dinosaur)*| --  \nDire ape*| --  \nDire boar*| --  \nDire wolf*| --  \nElemental (Medium)| Elemental  \nGiant scorpion*| --  \nGiant wasp*| --  \nGrizzly bear*| --  \nHell hound| Evil, Lawful  \nHound archon| Good, Lawful  \nLion*| --  \nMephit (any)| Elemental  \nPteranodon (dinosaur)*| --  \nRhinoceros*| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)*| --  \nBabau (demon)| Chaotic, Evil  \nBearded devil| Evil, Lawful  \nBralani azata| Chaotic, Good  \nDire lion*| --  \nElemental (Large)| Elemental  \nGiant moray eel*| --  \nKyton| Evil, Lawful  \nOrca (dolphin)*| --  \nSalamander| Evil  \nWoolly rhinoceros*| --  \nXill| Evil, Lawful  \n6th Level| Subtype  \nDire bear*| --  \nDire tiger*| --  \nElasmosaurus (dinosaur)*| --  \nElemental (Huge)| Elemental  \nElephant*| --  \nErinyes (devil)| Evil, Lawful  \nGiant octopus*| --  \nInvisible stalker| Air  \nLillend azata| Chaotic, Good  \nShadow demon| Chaotic, Evil  \nSuccubus (demon)| Chaotic, Evil  \nTriceratops (dinosaur)*| --  \n7th Level| Subtype  \nBebelith| Chaotic, Evil  \nBone devil| Evil, Lawful  \nBrachiosaurus (dinosaur)*| --  \nDire crocodile*| --  \nDire shark*| --  \nElemental (greater)| Elemental  \nGiant squid*| --  \nMastadon (elephant)*| --  \nRoc*| --  \nTyrannosaurus (dinosaur)*| --  \nVrock (demon)| Chaotic, Evil  \n8th Level| Subtype  \nBarbed devil| Evil, Lawful  \nElemental (elder)| Elemental  \nHezrou (demon)| Chaotic, Evil  \n9th Level| Subtype  \nAstral Deva (angel)| Good  \nGhaele azata| Chaotic, Good  \nGlabrezu (demon)| Chaotic, Evil  \nIce devil| Evil, Lawful  \nNalfeshnee (demon)| Chaotic, Evil  \nTrumpet archon| Good, Lawful  \n* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Summon Nature's Ally IX",
            "school": "conjuration",
            "subschool": [
              "summoning"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Druid",
                "level": 9
              }
            ],
            "casting_time": "1 round",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "DF"
              }
            ],
            "component_text": "V, S, DF",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Effect": "one summoned creature"
            },
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "short_description": "Summons creature to fight.",
            "description": "This spell functions like _summon nature's ally I_ , except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\n##### Table: Summon Nature's Ally IX\n\n1st Level| Subtype  \n---|---  \nDire rat| --  \nDog| --  \nDolphin| --  \nEagle| --  \nGiant centipede| --  \nFire beetle| --  \nMite (gremlin)| --  \nPoisonous frog| --  \nPony (horse)| --  \nStirge| --  \nViper (snake)| --  \n2nd Level| Subtype  \nAnt, giant (worker)| --  \nElemental (Small)| Elemental  \nGiant frog| --  \nGiant spider| --  \nGoblin Dog| --  \nHorse| --  \nHyena| --  \nOctopus| --  \nSquid| --  \nWolf| --  \n3rd Level| Subtype  \nAnt, giant (soldier)| --  \nApe| --  \nAurochs (herd animal)| --  \nBoar| --  \nCheetah| --  \nConstrictor snake| --  \nCrocodile| --  \nDire bat| --  \nElectric Eel| --  \nGiant crab| --  \nLeopard (cat)| --  \nMonitor lizard| --  \nShark| --  \nWolverine| --  \n4th Level| Subtype  \nAnt, giant (drone)| --  \nBison (herd animal)| --  \nDeinonychus (dinosaur)| --  \nDire ape| --  \nDire boar| --  \nDire wolf| --  \nElemental (Medium)| Elemental  \nGiant scorpion| --  \nGiant stag beetle| --  \nGiant wasp| --  \nGriffon| --  \nGrizzly bear| --  \nLion| --  \nMephit (any)| Elemental  \nOwlbear| --  \nPteranodon (dinosaur)| --  \nRhinoceros| --  \nSatyr| --  \nTiger| --  \n5th Level| Subtype  \nAnkylosaurus (dinosaur)| --  \nCyclops| --  \nDire lion| --  \nDolphin (orca)| --  \nElemental (Large)| Elemental  \nEttin| --  \nGiant moray eel| --  \nGirallon| --  \nManticore| --  \nWoolly rhinoceros| --  \n6th Level| Subtype  \nBulette| --  \nDire bear| --  \nDire tiger| --  \nElasmosaurus (dinosaur)| --  \nElemental (Huge)| Elemental  \nElephant| --  \nGiant octopus| --  \nHill giant| --  \nStegosaurus (dinosaur)| --  \nStone giant| Earth  \nTriceratops (dinosaur)| --  \n7th Level| Subtype  \nBrachiosaurus (dinosaur)| --  \nDire crocodile| --  \nDire shark| --  \nElemental (greater)| Elemental  \nFire giant| Fire  \nFrost giant| Cold  \nGiant squid| --  \nMastadon (elephant)| --  \nRoc| --  \nTyrannosaurus (dinosaur)| --  \n8th Level| Subtype  \nCloud giant| Air  \nElemental (elder)| Elemental  \nPurple worm| --  \n9th Level| Subtype  \nPixie (w/irresistible dance and sleep arrows)| --  \nStorm giant| --",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Time Stop",
            "school": "transmutation",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "personal",
            "effects": {
              "Target": "you"
            },
            "duration": "1d4+1 rounds (apparent time); see text",
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "You act freely for 1d4+1 rounds.",
            "description": "This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the _time stop_ is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the _time stop_ have their normal effects on other creatures once the _time stop_ ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.\n\nYou cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.\n\nYou are undetectable while _time stop_ lasts. You cannot enter an area protected by an _antimagic field_ while under the effect of _time stop_.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "True Resurrection",
            "school": "conjuration",
            "subschool": [
              "healing"
            ],
            "descriptor": [],
            "levels": [
              {
                "class": "Cleric",
                "level": 9
              },
              {
                "class": "Oracle",
                "level": 9
              },
              {
                "class": "Warpriest",
                "level": 9
              }
            ],
            "casting_time": "10 minutes",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "type": "M"
              },
              {
                "text": "diamond worth 25,000 gp",
                "type": "DF"
              }
            ],
            "component_text": "V, S, M, DF (diamond worth 25,000 gp)",
            "range": null,
            "effects": {},
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As resurrection, plus remains aren't needed.",
            "description": "This spell functions like _raise dead_ , except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).\n\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or Constitution points) and all of the prepared spells possessed by the creature when it died.\n\nYou can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.\n\nEven _true resurrection_ can't restore to life a creature who has died of old age.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Wail Of The Banshee",
            "school": "necromancy",
            "subschool": [],
            "descriptor": [
              "death",
              "sonic"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Shaman",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Witch",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              }
            ],
            "component_text": "V",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "effects": {
              "Target": "one living creature/level within a 40-ft.-radius spread"
            },
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "short_description": "Deals 10 damage/level to 1 creature/level.",
            "description": "When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Weird",
            "school": "illusion",
            "subschool": [
              "phantasm"
            ],
            "descriptor": [
              "emotion",
              "fear",
              "mind-affecting"
            ],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": null,
            "components": [],
            "component_text": null,
            "range": null,
            "effects": {
              "Targets": "any number of creatures, no two of which can be more than 30 ft. apart"
            },
            "duration": null,
            "saving_throw": null,
            "spell_resistance": null,
            "short_description": "As phantasmal killer, but affects all within 30 ft.",
            "description": "This spell functions like _phantasmal killer_ , except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.\n\nIf a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage.",
            "source": "Core Rulebook",
            "min_level": 9
          },
          {
            "name": "Wish",
            "school": "universal",
            "subschool": [],
            "descriptor": [],
            "levels": [
              {
                "class": "Arcanist",
                "level": 9
              },
              {
                "class": "Sorcerer",
                "level": 9
              },
              {
                "class": "Wizard",
                "level": 9
              }
            ],
            "casting_time": "1 standard action",
            "components": [
              {
                "type": "V"
              },
              {
                "type": "S"
              },
              {
                "text": "diamond worth 25,000 gp",
                "type": "M"
              }
            ],
            "component_text": "V, S, M (diamond worth 25,000 gp)",
            "range": "see text",
            "effects": {
              "Target, Effect, or Area": "see text"
            },
            "duration": "see text",
            "saving_throw": "none, see text",
            "spell_resistance": "yes",
            "short_description": "As limited wish, but with fewer limits.",
            "description": "_Wish_ is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even _wish_ , however, has its limits. A _wish_ can produce any one of the following effects.\n\n  * Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.\n  * Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.\n  * Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.\n  * Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools. \n  * Undo the harmful effects of many other spells, such as _geas/quest_ or _insanity_.\n  * Grant a creature a +1 inherent bonus to an ability score. Two to five _wish_ spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two _wishes_ for a +2 inherent bonus, three _wishes_ for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. _Note_ : An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.\n  * Remove injuries and afflictions. A single _wish_ can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same _wish_. \n  * Revive the dead. A _wish_ can bring a dead creature back to life by duplicating a _resurrection_ spell. A _wish_ can revive a dead creature whose body has been destroyed, but the task takes two _wishes_ : one to recreate the body and another to infuse the body with life again. A _wish_ cannot prevent a character who was brought back to life from gaining a permanent negative level.\n  * Transport travelers. A _wish_ can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.\n  * Undo misfortune. A _wish_ can undo a single recent event. The _wish_ forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a _wish_ could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.\n\n\n\nYou may try to use a _wish_ to produce greater effects than these, but doing so is dangerous. (The _wish_ may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)\n\nDuplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).\n\nWhen a _wish_ duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).",
            "source": "Core Rulebook",
            "min_level": 9
          }
        ]
      },
      "monsters": {
        "label": "Monsters",
        "color": "#c0392b",
        "displayField": "name",
        "searchFields": [
          "name",
          "creature_type"
        ],
        "tag": {
          "field": "cr",
          "prefix": "CR "
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{size} {creature_type}, {alignment}",
            "AC {ac} · HP {hp} · CR {cr}"
          ],
          "description": null
        },
        "linkPath": "rules/bestiary/",
        "count": 336,
        "items": [
          {
            "name": "Aasimar",
            "creature_type": "Outsider",
            "creature_subtype": "native",
            "cr": "1/2",
            "xp": "200",
            "alignment": "NG",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Celestial, Common, Draconic",
            "ac": "15, touch 10, flat-footed 15 (+5 armor)",
            "hp": "11 (1d8+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+0",
              "will": "+5"
            },
            "resist": "acid 5, cold 5, electricity 5",
            "speed": "30 ft. (20 ft. in armor)",
            "melee": "heavy mace -1 (1d8-1)",
            "ranged": "light crossbow +0 (1d8/19-20)",
            "npc_class_levels": "cleric 1",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 1st)\nAt will—_daylight_"
              },
              {
                "type": "spells prepared",
                "text": "(CL 1st)\n1st—_bless_, _command_ (DC 14), _protection from evil_ (D)\n0 (at will)—_detect magic_, _guidance_, _stabilize_\nD domain spell; Domains Good, Healing"
              }
            ],
            "ability_scores": {
              "str": 8,
              "dex": 10,
              "con": 14,
              "int": 13,
              "wis": 17,
              "cha": 14
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "9",
            "feats": "Turn Undead",
            "skills": "Diplomacy +8, Heal +7, Knowledge (religion) +5",
            "environment": "any land",
            "organization": "solitary, pair, or team (3-6)",
            "treasure": "NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)",
            "description": "This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.",
            "racial_traits": [
              {
                "name": "+2 Charisma, +2 Wisdom",
                "description": "Aasimars are insightful, confident, and personable."
              },
              {
                "name": "Normal Speed",
                "description": "Aasimars have a base speed of 30 feet."
              },
              {
                "name": "Darkvision",
                "description": "Aasimars can see in the dark up to 60 feet."
              },
              {
                "name": "Skilled",
                "description": "Aasimars have a +2 racial bonus on Diplomacy and Perception checks."
              },
              {
                "name": "Spell-Like Ability",
                "description": "Aasimars can use _daylight_ once per day as a spell-like ability (caster level equals the aasimar's class level)."
              },
              {
                "name": "Celestial Resistance",
                "description": "Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5."
              },
              {
                "name": "Languages",
                "description": "Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan."
              }
            ],
            "ecology": "Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.\n\nAasimars are defined by class levels—they do not possess racial Hit Dice.",
            "source": "Bestiary"
          },
          {
            "name": "Aboleth",
            "creature_type": "Aberration",
            "creature_subtype": "aquatic",
            "cr": "7",
            "xp": "3,200",
            "alignment": "LE",
            "size": "Huge",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +14",
            "aura": "mucus cloud (5 feet)",
            "languages": "Aboleth, Aklo, Aquan, Undercommon",
            "ac": "20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)",
            "hp": "84 (8d8+48)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+5",
              "will": "+11"
            },
            "speed": "10 ft., swim 60 ft.",
            "melee": "4 tentacles +10 (1d6+5 plus slime)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 16th)\nAt will—_hypnotic pattern_ (DC 15), _illusory wall_ (DC 17), _mirage arcana_ (DC 18), _persistent image_ (DC 18), _programmed image_ (DC 19), _project image_ (DC 20), _veil_ (DC 19)\n3/day—_dominate monster_ (DC 22)"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 12,
              "con": 22,
              "int": 15,
              "wis": 17,
              "cha": 17
            },
            "base_attack": "+6",
            "cmb": "+13",
            "cmd": "24 (can't be tripped)",
            "feats": "Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)",
            "skills": "Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24",
            "environment": "any aquatic",
            "organization": "solitary, pair, brood (3-6), or shoal (7-19)",
            "treasure": "double",
            "description": "Four long tentacles writhe from this three-eyed fish-like creature's flanks, and its green body glistens with thick, clear slime.",
            "special_abilities": [
              {
                "name": "Mucus Cloud",
                "type": "Extraordinary",
                "description": "While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based."
              },
              {
                "name": "Slime",
                "type": "Extraordinary",
                "description": "A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new \"flesh\" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based."
              }
            ],
            "ecology": "As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world's oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves—and sometimes both. They disdain the gods and see themselves as the true masters of creation. An aboleth is 25 feet long and weighs 6,500 pounds.\n\nIn the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles. There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves.",
            "source": "Bestiary"
          },
          {
            "name": "Angel, Astral Deva",
            "creature_type": "Outsider",
            "creature_subtype": "angel, extraplanar, good",
            "cr": "14",
            "xp": "38,400",
            "alignment": "NG",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +26",
            "aura": "protective aura",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. evil)",
            "hp": "172 (15d10+90)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+13",
              "will": "+11; +4 vs. poison, +4 resistance vs. evil"
            },
            "defensive_abilities": "uncanny dodge",
            "dr": "10/evil",
            "resist": "electricity 10, fire 10",
            "immune": "acid, cold, petrification",
            "sr": "25",
            "speed": "50 ft., fly 100 ft. (good)",
            "melee": "+2 disrupting warhammer +26/+21/+16 (1d8+14/×3 plus stun) or slam +23 (1d8+12)",
            "special_qualities": "change shape (alter self)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 13th)\nAt Will—_aid_, _continual flame_, _detect evil_, _discern lies_ (DC 20), _dispel evil_ (DC 21), _dispel magic_, _holy aura_ (DC 24), _holy smite_ (DC 20), _holy word_ (DC 23), _invisibility_ (self only), _plane shift_ (DC 23), _remove curse_, _remove disease_, _remove fear_\n7/day—_cure light wounds_, _see invisibility_\n1/day—_blade barrier_ (DC 22), _heal_"
              }
            ],
            "ability_scores": {
              "str": 26,
              "dex": 19,
              "con": 21,
              "int": 18,
              "wis": 18,
              "cha": 23
            },
            "base_attack": "+15",
            "cmb": "+23",
            "cmd": "37",
            "feats": "Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)",
            "skills": "Acrobatics +22, Craft (any one) +22, Diplomacy +24, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +26, Sense Motive +26, Stealth +22",
            "environment": "any good-aligned plane",
            "organization": "solitary, pair, or squad (3-6)",
            "treasure": "double (+2 disrupting warhammer)",
            "description": "This tall, human-like creature has long, feathery wings and a gentle inner radiance that makes it difficult to look directly at.",
            "special_abilities": [
              {
                "name": "Stun",
                "type": "Supernatural",
                "description": "If an astral deva strikes an opponent twice in one round with its warhammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based."
              },
              {
                "name": "Uncanny Dodge",
                "type": "Extraordinary",
                "description": "This ability functions identically to the rogue ability. If a deva gains uncanny dodge from a class level, he instead gains improved uncanny dodge."
              }
            ],
            "ecology": "Astral devas are messengers of the gods of good. They watch over planar travelers and sponsor powerful mortals, pushing them to take on good causes. A typical astral deva looks human except for its wings, though some look like other humanoid races and a rare few have even more unusual forms. An astral deva is 7-1/2 feet tall and weighs 250 pounds.\n\nAstral devas are usually created by deities from the souls of good mortals, though some souls spontaneously transform into astral devas without the intervention of a deity. Their skills and abilities make them excellent scouts and elite agents for celestial armies. They often carry long, flowing scrolls upon which are writ messages and judgments from the gods. An astral deva's scrolls frequently contain hints of prophecies and major events yet to come, and as such the devas are fiercely protective of the contents of these scrolls and let none, not even other astral devas, peruse them.",
            "source": "Bestiary"
          },
          {
            "name": "Angel, Planetar",
            "creature_type": "Outsider",
            "creature_subtype": "angel, extraplanar, good",
            "cr": "16",
            "xp": "76,800",
            "alignment": "NG",
            "size": "Large",
            "init": "+8",
            "senses": "darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27",
            "aura": "protective aura",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size; +4 deflection vs. evil)",
            "hp": "229 (17d10+136); regeneration 10 (evil weapons and effects)",
            "saving_throws": {
              "fort": "+19",
              "ref": "+11",
              "will": "+19; +4 vs. poison, +4 resistance vs. evil"
            },
            "dr": "10/evil",
            "resist": "electricity 10, fire 10",
            "immune": "acid, cold, petrification",
            "sr": "27",
            "speed": "30 ft., fly 90 ft. (good)",
            "melee": "+3 holy greatsword +27/+22/+17 (3d6+15/19-20) or slam +24 (2d8+12)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "special_qualities": "change shape (alter self)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 16th)\nConstant—_detect evil_, _detect snares and pits_, _discern lies_ (DC 20), _true seeing_\nAt will—_continual flame_, _dispel magic_, _holy smite_ (DC 21), _invisibility_ (self only), _lesser restoration_, _remove curse_, _remove disease_, _remove fear_ (DC 18), _speak with dead_ (DC 20)\n3/day—_blade barrier_ (DC 21), _flame strike_ (DC 22), _power word stun_, _raise dead_, _waves of fatigue_\n1/day—_earthquake_ (DC 25), _greater restoration_, _mass charm monster_ (DC 25), _waves of exhaustion_"
              },
              {
                "type": "spells prepared",
                "text": "(CL 16th)\n8th—_earthquake_ (DC 25), _fire storm_ (DC 25)\n7th—_holy word_ (DC 24), _regenerate_ (2)\n6th—_banishment_ (DC 23), _greater dispel magic_, _heal_, _mass cure moderate wounds_ (DC 23)\n5th—_break enchantment_, _dispel evil_ (2, DC 22), _plane shift_ (DC 22), _righteous might_\n4th—_death ward_, _dismissal_ (DC 21), _neutralize poison_ (DC 21), _summon monster IV_\n3rd—_cure serious wounds_ (2), _daylight_, _invisibility purge_, _summon monster III_, _wind wall_\n2nd—_align weapon_ (2), _bear's endurance_ (2), _cure moderate wounds_ (2), _eagle's splendor_\n1st—_bless_ (2), _cure light wounds_ (4), _shield of faith_\n0 (at will)—_detect magic_, _purify food and drink_, _stabilize_, _virtue_"
              }
            ],
            "ability_scores": {
              "str": 27,
              "dex": 19,
              "con": 24,
              "int": 22,
              "wis": 25,
              "cha": 24
            },
            "base_attack": "+17",
            "cmb": "+26",
            "cmd": "40",
            "feats": "Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness",
            "skills": "Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20",
            "environment": "any good-aligned plane",
            "organization": "solitary or pair",
            "treasure": "double (+3 holy greatsword)",
            "description": "Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.",
            "special_abilities": [
              {
                "name": "Spells",
                "description": "Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities."
              }
            ],
            "ecology": "Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.",
            "source": "Bestiary"
          },
          {
            "name": "Angel, Solar",
            "creature_type": "Outsider",
            "creature_subtype": "angel, extraplanar, good",
            "cr": "23",
            "xp": "819,200",
            "alignment": "NG",
            "size": "Large",
            "init": "+9",
            "senses": "darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33",
            "aura": "protective aura",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, -1 size; +4 deflection vs. evil)",
            "hp": "363 (22d10+242); regeneration 15 (evil artifacts, effects, and spells)",
            "saving_throws": {
              "fort": "+25",
              "ref": "+14",
              "will": "+23; +4 vs. poison, +4 resistance vs. evil"
            },
            "dr": "15/epic and evil",
            "resist": "electricity 10, fire 10",
            "immune": "acid, cold, petrification",
            "sr": "34",
            "speed": "50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor",
            "melee": "+5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)",
            "ranged": "+5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "special_qualities": "change shape (alter self)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 20th)\nConstant—_detect evil_, _detect snares and pits_, _discern lies_ (DC 21), _true seeing_\nAt Will—_aid_, _animate objects_, _commune_, _continual flame_, _dimensional anchor_, _greater dispel magic_, _holy smite_ (DC 21), _imprisonment_ (DC 26), _invisibility_ (self only), _lesser restoration_, _remove curse_, _remove disease_, _remove fear_, _resist energy_, _summon monster VII_, _speak with dead_ (DC 20), _waves of fatigue_\n3/day—_blade barrier_ (DC 23), _earthquake_ (DC 25), _heal_, _mass charm monster_ (DC 25), _permanency_, _resurrection_, _waves of exhaustion_\n1/day—_greater restoration_, _power word blind_, _power word kill_, _power word stun_, _prismatic spray_ (DC 24), _wish_"
              },
              {
                "type": "spells prepared",
                "text": "(CL 20th)\n9th—_etherealness_, _mass heal_, _miracle_, _storm of vengeance_ (DC 27)\n8th—_fire storm_ (DC 26), _holy aura_ (2) (DC 26), _mass cure critical wounds_ (2)\n7th—_destruction_ (DC 25), _dictum_ (DC 25), _ethereal jaunt_, _holy word_ (DC 25), _regenerate_\n6th—_banishment_ (DC 24), _heroes' feast_, _mass cure moderate wounds_, _undeath to death_ (DC 24), _word of recall_\n5th—_break enchantment_, _breath of life_, _dispel evil_ (DC 23), _plane shift_ (DC 23), _righteous might_, _symbol of sleep_ (DC 23)\n4th—_cure critical wounds_ (3), _death ward_, _dismissal_ (DC 22), _neutralize poison_ (2) (DC 22)\n3rd—_cure serious wounds_, _daylight_, _invisibility purge_, _magic circle against evil_, _prayer_, _protection from energy_, _wind wall_\n2nd—_align weapon_, _bear's endurance_, _bull's strength_, _consecrate_, _cure moderate wounds_ (2), _eagle's splendor_\n1st—_bless_, _cure light wounds_ (3), _divine favor_, _entropic shield_, _shield of faith_\n0 (at will)—_detect magic_, _purify food and drink_, _stabilize_, _virtue_"
              }
            ],
            "ability_scores": {
              "str": 28,
              "dex": 20,
              "con": 30,
              "int": 23,
              "wis": 27,
              "cha": 25
            },
            "base_attack": "+22",
            "cmb": "+32",
            "cmd": "47",
            "feats": "Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness",
            "skills": "Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31",
            "environment": "any good-aligned plane",
            "organization": "solitary or pair",
            "treasure": "double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])",
            "description": "This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.",
            "special_abilities": [
              {
                "name": "Spells",
                "description": "Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities."
              },
              {
                "name": "Slaying Arrow",
                "type": "Supernatural",
                "description": "A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn."
              }
            ],
            "ecology": "Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin.\n\nBlessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar's hand.\n\nSolars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter.\n\nIn worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cults that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be.\n\nThough they are not gods, the solars' power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more solars as aspects or near-equal servants of the true deities—never without the deity's approval—or consider notable solars to be offspring, consorts, lovers, or spouses of true deities (which they may be, depending on the deity).\n\nUnlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been \"promoted\" to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar. The oldest solars predate mortality and are among the gods' first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil.\n\nSolars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of half-celestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals' proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child—while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover. Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albeit in subtle and mysterious ways.\n\nAll angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.",
            "source": "Bestiary"
          },
          {
            "name": "Animated Object",
            "creature_type": "Construct",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft., low-light vision; Perception -5",
            "ac": "14, touch 10, flat-footed 14 (+4 natural)",
            "hp": "36 (3d10+20)",
            "saving_throws": {
              "fort": "+1",
              "ref": "+1",
              "will": "-4"
            },
            "defensive_abilities": "hardness 5 (or more)",
            "immune": "construct traits",
            "speed": "30 ft.",
            "melee": "slam +5 (1d6+3)",
            "special_qualities": "construction points",
            "ability_scores": {
              "str": 14,
              "dex": 10,
              "con": "-",
              "int": "-",
              "wis": 1,
              "cha": 1
            },
            "base_attack": "+3",
            "cmb": "+5",
            "cmd": "15",
            "environment": "any",
            "organization": "solitary, pair, or group (3-12)",
            "treasure": "none",
            "description": "The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.",
            "special_abilities": [
              {
                "name": "Construction Points",
                "description": "Animated objects have a number of Construction Points (CP) used to purchase abilities and defenses in addition to those presented above. A medium animated object has 2 CP; differently sized objects have CP totals as detailed on the size chart on this page. If an animated object spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent.\n\n_Additional Attack (Ex, 1 CP)_: Gains an additional slam attack.\n_Additional Movement (Ex, 1 CP)_: Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.\n_Constrict (Ex, 1 CP)_: Gains constrict with its slam attacks (the object must have grab before it can take this ability).\n_Faster (Ex, 1 CP)_: One of the object's movement modes increases by +10 ft.\n_Grab (Ex, 1 CP)_: Gains grab special attack with slam attacks.\n_Metal (Ex, 2 CP)_: The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.\n_Stone (Ex, 1 CP)_: The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.\n_Trample (Ex, 2 CP)_: The object gains the trample special attack."
              }
            ],
            "tables": [
              {
                "name": "Size",
                "headers": [
                  "Size",
                  "Sample Object",
                  "HD",
                  "CP",
                  "CR"
                ],
                "rows": [
                  [
                    "Tiny",
                    "Candelabra",
                    "1d10",
                    "1",
                    "1/2"
                  ],
                  [
                    "Small",
                    "Chair",
                    "2d10+10",
                    "1",
                    "2"
                  ],
                  [
                    "Medium",
                    "Cage",
                    "3d10+20",
                    "2",
                    "3"
                  ],
                  [
                    "Large",
                    "Statue",
                    "4d10+30",
                    "3",
                    "5"
                  ],
                  [
                    "Huge",
                    "Wagon",
                    "7d10+40",
                    "4",
                    "7"
                  ],
                  [
                    "Gargantuan",
                    "Catapult",
                    "10d10+60",
                    "5",
                    "9"
                  ],
                  [
                    "Colossal",
                    "Ship",
                    "13d10+80",
                    "6",
                    "11"
                  ]
                ]
              }
            ],
            "ecology": "An animated object is not simply one monster, but a whole category. The stats presented here are for a Medium animated object (with 2 CP that have not been spent to gain additional abilities), but any object can become animated, most commonly via the spell _animate objects_. Permanent animated objects can be built using the Craft Construct feat. Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness. Creating an animated object of a different size than Medium can be done simply by adjusting the object's size (and thus adjusting its Strength, Dexterity, natural armor bonus, and size modifier to attack and AC as detailed on page 296) and Hit Dice.",
            "source": "Bestiary"
          },
          {
            "name": "Ankheg",
            "creature_type": "Magical Beast",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8",
            "ac": "16, touch 9, flat-footed 16 (+7 natural, -1 size)",
            "hp": "28 (3d10+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+3",
              "will": "+2"
            },
            "speed": "30 ft., burrow 20 ft.",
            "melee": "bite +5 (2d6+4 plus 1d4 acid and grab)",
            "special_attacks": "spit acid",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": 16,
              "dex": 10,
              "con": 17,
              "int": 1,
              "wis": 13,
              "cha": 6
            },
            "base_attack": "+3",
            "cmb": "+7 (+11 grapple)",
            "cmd": "17 (25 vs. trip)",
            "feats": "Skill Focus (Perception), Toughness",
            "skills": "Climb +8, Perception +8",
            "environment": "temperate or warm plains",
            "organization": "solitary, pair, or nest (3-6)",
            "treasure": "incidental",
            "description": "This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.",
            "special_abilities": [
              {
                "name": "Spit Acid",
                "type": "Extraordinary",
                "description": "Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based."
              }
            ],
            "ecology": "Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts—such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.)\n\nIn combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it.\n\nAnkhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like—they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] × 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.\n\nAlthough ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even \"domesticated\" ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.",
            "source": "Bestiary"
          },
          {
            "name": "Ant, Giant",
            "creature_type": "Vermin",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft., scent; Perception +5",
            "ac": "15, touch 10, flat-footed 15 (+5 natural)",
            "hp": "18 (2d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+0",
              "will": "+1"
            },
            "immune": "mind-affecting effects",
            "speed": "50 ft., climb 20 ft.",
            "melee": "bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)",
            "racial_modifiers": "+4 Perception, +4 Survival",
            "ability_scores": {
              "str": 14,
              "dex": 10,
              "con": 17,
              "int": "-",
              "wis": 13,
              "cha": 11
            },
            "base_attack": "+1",
            "cmb": "+3 (+7 grapple)",
            "cmd": "13 (21 vs. trip)",
            "feats": "Toughness (bonus feat)",
            "skills": "Climb +10, Perception +5, Survival +5",
            "environment": "any",
            "organization": "solitary, pair, gang (3-6), or hive (7-18 plus 10-100 workers, 2-8 drones, and 1 queen)",
            "treasure": "none",
            "description": "A thin, six-legged ant the size of a pony stands at the ready, its mandibles chittering and its stinger dripping with venom.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Sting.",
                "affliction": {
                  "name": "Giant Ant Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 4 rounds",
                  "effect": "1d2 Strength",
                  "save": "Fortitude DC 14",
                  "cure": "1 save"
                }
              }
            ],
            "variants": [
              {
                "name": "Worker (-1 CR)",
                "description": "Worker ants do not have a poison sting attack or a grab special attack."
              },
              {
                "name": "Drone (+1 CR)",
                "description": "Drones have the advanced simple template and a fly speed of 30 feet (average)."
              },
              {
                "name": "Queen (+2 CR)",
                "description": "The queen of a nest is an immense, bloated creature. She gains the advanced and the giant simple templates, but drops her speed to 10 feet and loses her climb speed entirely."
              }
            ],
            "ecology": "Giant ants are as industrious as their normal-sized kin. While their nests generally don't consist of thousands, their greatly increased size more than compensates.\n\nThe statistics given above are for soldier ants—the variety most commonly encountered. The following simple templates can be used to create variants of the standard soldier ant.",
            "source": "Bestiary"
          },
          {
            "name": "Ape, Dire",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+4"
            },
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +6 (1d6+4), 2 claws +6 (1d4+4)",
            "special_attacks": "rend (2 claws, 1d4+6)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": 19,
              "dex": 15,
              "con": 16,
              "int": 2,
              "wis": 12,
              "cha": 7
            },
            "base_attack": "+3",
            "cmb": "+8",
            "cmd": "20",
            "feats": "Iron Will, Skill Focus (Perception)",
            "skills": "Acrobatics +6, Climb +16, Perception +8, Stealth +2",
            "environment": "warm forests",
            "organization": "solitary, pair, or troop (3-6)",
            "treasure": "incidental",
            "description": "Sharp teeth fill this large, feral ape's mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws.",
            "ecology": "Known to many scholars as the gigantopithecus, the dire ape is a much more dangerous and bestial creature than the relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and weighs 1,200 pounds. The dire ape attacks anything that intrudes on its territory, including other dire apes not of its troop, and does not break off the attack until the trespasser is dead or runs off.\n\nA dire ape makes no displays of toughness or warnings before it attacks—it simply leaps into action with little or no provocation, tearing at its opponents with claws and teeth. If a dire ape is stymied by a heavily armored foe, it attempts to grapple its foe, pin it to the ground, and rend it.",
            "source": "Bestiary"
          },
          {
            "name": "Ape, Gorilla",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "30 ft., climb 30 ft.",
            "melee": "2 slams +3 (1d6+2)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": 15,
              "dex": 15,
              "con": 14,
              "int": 2,
              "wis": 12,
              "cha": 7
            },
            "base_attack": "+2",
            "cmb": "+5",
            "cmd": "17",
            "feats": "Great Fortitude, Skill Focus (Perception)",
            "skills": "Acrobatics +6, Climb +14, Perception +8",
            "environment": "warm forests",
            "organization": "solitary, pair, or troop (3-12)",
            "treasure": "none",
            "description": "Large, deep-set eyes peer from beneath this great ape's thick brow as it lumbers forward on its legs and knuckles.",
            "ecology": "An adult male ape is 8 feet tall and can weigh as much as 400 pounds. While generally shy and peaceful creatures when left to their own business, gorillas are territorial and become highly aggressive when provoked. This stat block can generally be used for any of the larger types of primates, such as gorillas—for smaller apes like orangutans and chimpanzees, apply the young simple template. Even smaller primates should use the stats for monkeys.\n\nGorillas typically make a large show of force before actually attacking, thumping their chests with their palms, stamping their feet, and roaring loudly. Any opponents who refuse to flee after this display are attacked. Troops of apes fight together in a frenzy, tearing opponents to pieces with their hands and teeth.",
            "source": "Bestiary"
          },
          {
            "name": "Archon, Hound",
            "creature_type": "Outsider",
            "creature_subtype": "archon, extraplanar, good, lawful",
            "cr": "4",
            "xp": "1,200",
            "alignment": "LG",
            "size": "Medium",
            "init": "+4",
            "senses": "darkvision 60 ft., detect evil, low-light vision, scent; Perception +10",
            "aura": "aura of menace (DC 16), magic circle against evil",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)",
            "hp": "39 (6d10+6)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+5; +4 vs. poison, +2 resistance vs. evil"
            },
            "dr": "10/evil",
            "immune": "electricity, petrification",
            "sr": "15",
            "speed": "40 ft.",
            "melee": "bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword +9/+4 (2d6+3), bite +3 (1d8+2)",
            "special_qualities": "change shape (beast shape II)",
            "racial_modifiers": "+4 Stealth, +4 Survival",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nConstant—_detect evil, magic circle against evil_\nAt Will—_aid_, _continual flame_, _greater teleport_ (self plus 50 lbs. of objects only), _message_"
              }
            ],
            "ability_scores": {
              "str": 15,
              "dex": 10,
              "con": 13,
              "int": 10,
              "wis": 13,
              "cha": 12
            },
            "base_attack": "+6",
            "cmb": "+8",
            "cmd": "18",
            "feats": "Improved Initiative, Iron Will, Power Attack",
            "skills": "Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14",
            "environment": "any (Heaven)",
            "organization": "solitary, pair, or squad (3-5)",
            "treasure": "standard (masterwork greatsword, other treasure)",
            "description": "This canine-headed humanoid's well-groomed appearance and polished greatsword show it to be more than a common beast.",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Supernatural",
                "description": "A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type."
              }
            ],
            "ecology": "Hound archons look like well-muscled humans with canine heads typically resembling those of noble-looking wolves or dogs. Well trained, they prefer to make use of their greatswords in battle, though they are equally adept with their natural weapons. Hound archons loathe killing mortals and prefer to disarm or incapacitate even evil individuals when they can. Against fiends and the irredeemably corrupt, though, they show no mercy.\n\nHound archons are disciplined soldiers and sentinels. Occasionally good-aligned deities send them to watch over specific places and individuals they take a particular interest in. Under the guise of unassuming but friendly strays, such secret defenders might follow their ward or guard their post subtly for years.\n\nIn Heaven's armies, exceptional hound archon paladins lead their fellows into combat, taking on roles as captains and knights. They lead incursions against fiendish holdings, whether that entails strikes against daemonic fortresses or liberating the captives of night hag soul collectors. Such missions make hound archons perhaps the most likely celestials one might encounter upon the Lower Planes, and packs of swift-moving wolves occasionally reveal themselves to be welcome saviors to those lost within such realms. Regardless of their orders, hound archons universally exhibit a particular hatred of canine fiends, abandoning all mercy and going out of their way to put an end to the evils of barghests, glabrezus, yeth hounds, and similar depraved outsiders.",
            "source": "Bestiary"
          },
          {
            "name": "Archon, Lantern",
            "creature_type": "Outsider",
            "creature_subtype": "archon, extraplanar, good, lawful",
            "cr": "2",
            "xp": "600",
            "alignment": "LG",
            "size": "Small",
            "init": "+4",
            "senses": "darkvision 60 ft., low-light vision; Perception +4",
            "aura": "aura of menace (DC 13)",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)",
            "hp": "13 (2d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+0; +4 vs. poison, +2 resistance vs. evil"
            },
            "dr": "10/evil",
            "immune": "electricity, petrification",
            "speed": "fly 60 ft. (perfect)",
            "ranged": "2 light rays +3 ranged touch (1d6)",
            "special_qualities": "gestalt",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 3rd)\nAt Will—_aid_, _continual flame_, _detect evil, greater teleport_ (self plus 50 lbs. of objects only)"
              }
            ],
            "ability_scores": {
              "str": 1,
              "dex": 11,
              "con": 12,
              "int": 6,
              "wis": 11,
              "cha": 10
            },
            "base_attack": "+2",
            "cmb": "-4",
            "cmd": "6",
            "feats": "Improved Initiative",
            "skills": "Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5",
            "environment": "any (Heaven)",
            "organization": "solitary, pair, or squad (3-6)",
            "treasure": "none",
            "description": "Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.",
            "special_abilities": [
              {
                "name": "Gestalt",
                "type": "Supernatural",
                "description": "Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends."
              },
              {
                "name": "Light Ray",
                "type": "Extraordinary",
                "description": "A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type."
              }
            ],
            "ecology": "Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren't unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks.\n\nA lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil.\n\nSmall but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.",
            "source": "Bestiary"
          },
          {
            "name": "Archon, Trumpet",
            "creature_type": "Outsider",
            "creature_subtype": "archon, extraplanar, good, lawful",
            "cr": "14",
            "xp": "38,400",
            "alignment": "LG",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision; Perception +22",
            "aura": "aura of menace (DC 22), magic circle against evil",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection vs. evil)",
            "hp": "175 (14d10+98)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+9",
              "will": "+14; +4 vs. poison, +2 resistance vs. evil"
            },
            "dr": "10/evil",
            "immune": "electricity, petrification",
            "sr": "25",
            "speed": "40 ft., fly 90 ft. (good)",
            "melee": "+4 greatsword +23/+18/+13 (2d6+11/19-20)",
            "special_attacks": "trumpet",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 14th)\nConstant—_magic circle against evil_\nAt will—_aid_, _continual flame_, _detect evil_, _greater teleport_ (self plus 50 lbs. of objects only), _message_"
              },
              {
                "type": "spells prepared",
                "text": "(CL 14th)\n7th—_mass cure serious wounds_ (2)\n6th—_banishment_ (DC 21), _heal_ (2)\n5th—_dispel evil_ (DC 20), _mass cure light wounds_, _plane shift_ (DC 20), _raise dead_\n4th—_dismissal_ (DC 19), _divine power_, _neutralize poison_ (DC 19), _spell immunity_\n3rd—_cure serious wounds_, _daylight_, _invisibility purge_, _magic vestment_, _protection from energy_\n2nd—_bull's strength_, _consecrate_, _cure moderate wounds_ (2), _lesser restoration_ (2), _owl's wisdom_\n1st—_bless_, _cure light wounds_ (3), _divine favor_, _sanctuary_ (DC 16), _shield of faith_\n0 (at will)—_detect magic_, _purify food and drink_, _stabilize_, _virtue_"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 17,
              "con": 25,
              "int": 16,
              "wis": 20,
              "cha": 17
            },
            "base_attack": "+14",
            "cmb": "+19",
            "cmd": "32",
            "feats": "Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack",
            "skills": "Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20",
            "environment": "any (Heaven)",
            "organization": "solitary, pair, or squad (3-5)",
            "treasure": "standard",
            "description": "Lithe and beautiful, with skin the color of marble, this being hovers upon powerful, white wings and radiates a sense of serenity.",
            "special_abilities": [
              {
                "name": "Spells",
                "description": "Trumpet archons can cast divine spells as 14th-level clerics. They do not gain access to domains or other cleric abilities."
              },
              {
                "name": "Trumpet",
                "type": "Supernatural",
                "description": "All creatures except archons within 100 feet of the trumpet's blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon's hands, it is a chunk of useless metal."
              }
            ],
            "ecology": "Messengers of good deities and mighty celestials, trumpet archons serve as the vanguard of divine armies and rally the legions of heaven to war. When lawful good deities have the need to communicate directly with a group of mortals, they often send trumpet archons to act as their intermediaries. Trumpet archons speak with clear, musical voices. Their otherworldly eyes are white and pupilless.\n\nAll trumpet archons carry a gleaming magical trumpet or horn with which they create wondrous music, sound calls to other archons, paralyze enemies, or defend the virtuous. They typically adorn their trumpet with the standard of their liege.",
            "source": "Bestiary"
          },
          {
            "name": "Assassin Vine",
            "creature_type": "Plant",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "blindsight 30 ft., low-light vision; Perception +1",
            "ac": "15, touch 9, flat-footed 15 (+6 natural, -1 size)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+1",
              "will": "+2"
            },
            "resist": "cold 10, fire 10",
            "immune": "electricity, plant traits",
            "speed": "5 ft.",
            "melee": "slam +7 (1d8+7 plus grab)",
            "special_attacks": "constrict (1d8+7), entangle",
            "space": "10 ft.",
            "reach": "10 ft.",
            "special_qualities": "camouflage",
            "ability_scores": {
              "str": 20,
              "dex": 10,
              "con": 16,
              "int": "-",
              "wis": 13,
              "cha": 9
            },
            "base_attack": "+3",
            "cmb": "+9 (+13 grapple)",
            "cmd": "19 (can't be tripped)",
            "environment": "temperate forests",
            "organization": "solitary, pair, or patch (3-6)",
            "treasure": "incidental",
            "description": "This gnarled vine, as thick as a man's arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither.",
            "special_abilities": [
              {
                "name": "Camouflage",
                "type": "Extraordinary",
                "description": "Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant."
              },
              {
                "name": "Entangle",
                "type": "Supernatural",
                "description": "An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based."
              }
            ],
            "ecology": "The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.\n\nAn assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.\n\nAssassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.",
            "source": "Bestiary"
          },
          {
            "name": "Azata, Bralani",
            "creature_type": "Outsider",
            "creature_subtype": "azata, chaotic, extraplanar, good, shapechanger",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CG",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 60 ft., low-light vision; Perception +15",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "20, touch 14, flat-footed 16 (+4 Dex, +6 natural)",
            "hp": "66 (7d10+28)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+9",
              "will": "+6"
            },
            "dr": "10/cold iron or evil",
            "resist": "cold 10, fire 10",
            "immune": "electricity, petrification",
            "sr": "17",
            "speed": "40 ft., fly 100 ft. (perfect)",
            "melee": "+1 scimitar +13/+8 (1d6+8/18-20) or slam +12 (1d6+7)",
            "ranged": "+1 composite longbow +12/+7 (1d8+6/×3)",
            "special_attacks": "whirlwind blast",
            "special_qualities": "wind form",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nAt Will—_blur_, _charm person_ (DC 13), _gust of wind_ (DC 14), _mirror image_, _wind wall_\n2/day—_lightning bolt_ (DC 15), _cure serious wounds_"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 18,
              "con": 19,
              "int": 13,
              "wis": 14,
              "cha": 15
            },
            "base_attack": "+7",
            "cmb": "+12",
            "cmd": "26",
            "feats": "Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)",
            "skills": "Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14",
            "environment": "any (Elysium)",
            "organization": "solitary, pair, or squad (3-6)",
            "treasure": "double (+1 scimitar, +1 composite longbow [+5 Str])",
            "description": "Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.",
            "special_abilities": [
              {
                "name": "Whirlwind Blast",
                "type": "Supernatural",
                "description": "When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based."
              },
              {
                "name": "Wind Form",
                "type": "Supernatural",
                "description": "A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously."
              }
            ],
            "ecology": "Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms.\n\nBralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators—or whenever else such opportunities present themselves—bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess.",
            "source": "Bestiary"
          },
          {
            "name": "Azata, Ghaele",
            "creature_type": "Outsider",
            "creature_subtype": "azata, chaotic, extraplanar, good, shapechanger",
            "cr": "13",
            "xp": "25,600",
            "alignment": "CG",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +20",
            "aura": "holy aura",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "28, touch 16, flat-footed 26 (+4 deflection, +1 Dex, +1 dodge, +12 natural)",
            "hp": "136 (13d10+65)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+11",
              "will": "+16"
            },
            "dr": "10/cold iron and evil",
            "resist": "cold 10, fire 10",
            "immune": "electricity, petrification",
            "sr": "25",
            "speed": "50 ft., fly 150 ft. (perfect)",
            "melee": "+2 holy greatsword +22/+17/+12 (2d6+12)",
            "ranged": "2 light rays +14 ranged touch (2d12)",
            "special_attacks": "gaze",
            "special_qualities": "light form",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 13th)\nConstant—_detect evil_, _holy aura_ (DC 21), _see invisibility_\nAt will—_aid_, _charm monster_ (DC 17), _continual flame_, _cure light wounds_, _dancing lights_, _detect thoughts_ (DC 15), _disguise self_, _dispel magic_, _hold monster_ (DC 18), _greater invisibility_ (self only), _major image_ (DC 16), _greater teleport_ (self plus 50 lbs. of objects only)\n3/day—_globe of invulnerability_\n1/day—_chain lightning_ (DC 19), _prismatic spray_ (DC 20), _wall of force_"
              },
              {
                "type": "spells prepared",
                "text": "(CL 13th)\n7th—_holy word_ (DC 21)\n6th—_banishment_ (DC 20), _heal_ (DC 20)\n5th—_flame strike_ (DC 19), _raise dead_, _true seeing_\n4th—_death ward_, _dismissal_ (2) (DC 18), _divine power_, _restoration_\n3rd—_cure serious wounds_ (3), _searing light_ (2)\n2nd—_aid_, _align weapon_, _bear's endurance_, _lesser restoration_ (2)\n1st—_bless_, _command_ (DC 15), _divine favor_, _obscuring mist_, _shield of faith_\n0 (at will)—_detect magic_, _purify food and drink_, _stabilize_, _virtue_"
              }
            ],
            "ability_scores": {
              "str": 25,
              "dex": 12,
              "con": 20,
              "int": 16,
              "wis": 19,
              "cha": 17
            },
            "base_attack": "+13",
            "cmb": "+20",
            "cmd": "31",
            "feats": "Combat Casting, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes",
            "skills": "Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +17",
            "environment": "any (Elysium)",
            "organization": "solitary, pair, or squad (3-6)",
            "treasure": "triple (+2 holy greatsword)",
            "description": "This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power.",
            "special_abilities": [
              {
                "name": "Gaze",
                "type": "Supernatural",
                "description": "In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele's gaze is immune to that particular ghaele's gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based."
              },
              {
                "name": "Light Form",
                "type": "Supernatural",
                "description": "A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks or use spell-like abilities in this form, but can't make physical attacks or cast spells. This ability otherwise functions similarly to a bralani's wind form ability."
              },
              {
                "name": "Light Ray",
                "type": "Extraordinary",
                "description": "A ghaele's light rays have a range of 300 feet. This attack bypasses all damage reduction."
              },
              {
                "name": "Spells",
                "description": "Ghaeles cast divine spells as 13th-level clerics. They do not gain access to domains or other cleric abilities."
              }
            ],
            "ecology": "Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked.",
            "source": "Bestiary"
          },
          {
            "name": "Barghest",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar, lawful, shapechanger",
            "cr": "4",
            "xp": "1,200",
            "alignment": "LE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft., scent; Perception +11",
            "languages": "Common, Goblin, Infernal",
            "ac": "17, touch 12, flat-footed 15 (+2 Dex, +5 natural)",
            "hp": "45 (6d10+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+7"
            },
            "dr": "5/magic",
            "speed": "30 ft.",
            "melee": "bite +10 (1d6+4), 2 claws +10 (1d4+4)",
            "special_attacks": "feed",
            "special_qualities": "change shape (goblin or wolf, polymorph)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nAt will—_blink_, _levitate_, _misdirection_\n1/day—_charm monster_ (DC 16), _crushing despair_ (DC 16), _dimension door_"
              }
            ],
            "ability_scores": {
              "str": 19,
              "dex": 15,
              "con": 15,
              "int": 14,
              "wis": 14,
              "cha": 14
            },
            "base_attack": "+6",
            "cmb": "+10",
            "cmd": "22 (24 vs. trip)",
            "feats": "Combat Reflexes, Improved Initiative, Great Fortitude",
            "skills": "Acrobatics +11, Bluff +11, Diplomacy +11, Intimidate +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11",
            "environment": "any",
            "organization": "solitary or cult (1 plus goblin tribe)",
            "treasure": "standard",
            "description": "This lupine, goblinoid creature grins with feral cunning, its clawed hands twitching in anticipation of the kill.",
            "special_abilities": [
              {
                "name": "Feed",
                "type": "Supernatural",
                "description": "Once per month, a barghest can devour a nonevil humanoid's corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, a barghest's caster level for its spell-like abilities and its CR increase by +1. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest."
              }
            ],
            "ecology": "Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule.",
            "source": "Bestiary"
          },
          {
            "name": "Barghest, Greater",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar, lawful, shapechanger",
            "cr": "7",
            "xp": "3,200",
            "alignment": "LE",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft., scent; Perception +16",
            "languages": "Common, Goblin, Infernal",
            "ac": "20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)",
            "hp": "85 (9d10+36)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+10",
              "will": "+10"
            },
            "dr": "10/magic",
            "speed": "40 ft.",
            "melee": "bite +14 (1d8+6), 2 claws +14 (1d6+6)",
            "special_qualities": "change shape (goblin or wolf, polymorph)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 9th)\nAt will—_blink_, _invisibility sphere, levitate, misdirection_\n1/day—_charm monster_ (DC 18), _crushing despair_ (DC 18), _dimension door, mass bull's strength, mass enlarge_"
              }
            ],
            "ability_scores": {
              "str": 23,
              "dex": 15,
              "con": 19,
              "int": 18,
              "wis": 18,
              "cha": 18
            },
            "base_attack": "+9",
            "cmb": "+16",
            "cmd": "28 (32 vs. trip)",
            "feats": "Combat Casting, Combat Reflexes, Improved Initiative, Great Fortitude, Lightning Reflexes",
            "skills": "Acrobatics +14, Bluff +16, Climb +15, Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +10, Survival +16, Swim +15",
            "source": "Bestiary"
          },
          {
            "name": "Basidirond",
            "creature_type": "Plant",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "low-light vision, tremorsense; Perception +0",
            "ac": "18, touch 11, flat-footed 17 (+1 Dex, +7 natural)",
            "hp": "52 (7d8+21)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+3",
              "will": "+2"
            },
            "immune": "cold, plant traits",
            "weaknesses": "cold lethargy",
            "speed": "20 ft.",
            "melee": "slam +10 (1d8+7 plus spores)",
            "special_attacks": "hallucination cloud, spores",
            "ability_scores": {
              "str": 20,
              "dex": 13,
              "con": 16,
              "int": "-",
              "wis": 11,
              "cha": 1
            },
            "base_attack": "+5",
            "cmb": "+10",
            "cmd": "21 (25 vs. trip)",
            "environment": "any non-cold underground",
            "organization": "solitary, pair, or grove (3-8)",
            "treasure": "incidental",
            "description": "This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.",
            "special_abilities": [
              {
                "name": "Hallucination Cloud",
                "type": "Extraordinary",
                "description": "As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table."
              },
              {
                "name": "Spores",
                "type": "Extraordinary",
                "description": "Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constitution based.",
                "affliction": {
                  "name": "Basidirond Spores",
                  "type": "disease",
                  "contracted": "inhaled",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Constitution damage",
                  "save": "Fortitude DC 16",
                  "cure": "1 save"
                }
              },
              {
                "name": "Cold Lethargy",
                "type": "Extraordinary",
                "description": "Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores."
              }
            ],
            "tables": [
              {
                "name": "Hallucination Cloud",
                "headers": [
                  "d6",
                  "Hallucination"
                ],
                "rows": [
                  [
                    "1",
                    "You're sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim."
                  ],
                  [
                    "2",
                    "Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon."
                  ],
                  [
                    "3",
                    "An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round."
                  ],
                  [
                    "4",
                    "You're suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round."
                  ],
                  [
                    "5",
                    "You've shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won't see you."
                  ],
                  [
                    "6",
                    "You're melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round."
                  ]
                ]
              }
            ],
            "ecology": "The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant's hunting routes lest they become its latest victims.",
            "source": "Bestiary"
          },
          {
            "name": "Basilisk",
            "creature_type": "Magical Beast",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +10",
            "ac": "17, touch 9, flat-footed 17 (-1 Dex, +8 natural)",
            "hp": "52 (7d10+14)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+4",
              "will": "+5"
            },
            "speed": "20 ft.",
            "melee": "bite +10 (1d8+4)",
            "special_attacks": "gaze",
            "racial_modifiers": "+4 Stealth",
            "ability_scores": {
              "str": 16,
              "dex": 8,
              "con": 15,
              "int": 2,
              "wis": 13,
              "cha": 11
            },
            "base_attack": "+7",
            "cmb": "+10",
            "cmd": "19 (31 vs. trip)",
            "feats": "Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)",
            "skills": "Perception +10, Stealth +10",
            "environment": "any",
            "organization": "solitary, pair, or colony (3-6)",
            "treasure": "incidental",
            "description": "This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire.",
            "special_abilities": [
              {
                "name": "Gaze",
                "type": "Extraordinary",
                "description": "Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based."
              }
            ],
            "ecology": "The basilisk, often called the \"King of Serpents,\" is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim.\n\nBasilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses—the petrified remains of those unfortunate enough to stumble across the basilisk.\n\nBasilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs.\n\nAn adult basilisk is 13 feet long, with fully half of that made up by its long tail, and weighs 300 pounds. Some breeds have short, curved horns on their noses or small crests of bony growths topping their heads like crowns. Though normally solitary creatures, coming together only to mate and lay eggs, in particularly dangerous areas small groups may band together for protection and attack intruders en masse.\n\nFor unknown reasons, weasels and ferrets are immune to the basilisk's stare, and sometimes sneak into basilisk lairs while a parent is hunting in order to consume its young. Some legends suggest that a basilisk's blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts.",
            "source": "Bestiary"
          },
          {
            "name": "Bat, Dire",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "blindsense 40 ft.; Perception +12",
            "ac": "14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)",
            "hp": "22 (4d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+6",
              "will": "+3"
            },
            "speed": "20 ft., fly 40 ft. (good)",
            "melee": "bite +5 (1d8+4)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "racial_modifiers": "+4 Perception when using blindsense",
            "ability_scores": {
              "str": 17,
              "dex": 15,
              "con": 13,
              "int": 2,
              "wis": 14,
              "cha": 6
            },
            "base_attack": "+3",
            "cmb": "+7",
            "cmd": "19",
            "feats": "Alertness, Stealthy",
            "skills": "Fly +9, Perception +12, Stealth +4",
            "environment": "any temperate or tropical",
            "organization": "solitary, pair, or colony (3-8)",
            "treasure": "incidental",
            "description": "This giant, furry bat is nearly the size of an ox, with dark leathery wings that open wider than two men with arms outstretched.",
            "ecology": "The dire bat is usually found lairing in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night. This immense creature has an average wingspan of 15 feet and weighs roughly 200 pounds.\n\nThe dire bat generally doesn't shelter in groups larger than eight, often living a solitary life. A dire bat prefers feeding on livestock and herd animals.\n\nDire Bat as an Animal Companion: Starting Statistics—Size Medium; Speed 20 ft., fly 40 ft. (good); AC +0 natural armor; Attack bite (1d6); Ability Scores Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6; Special Qualities blindsense 40 ft. 7th-Level Advancement—Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Bear, Dire",
            "creature_type": "Animal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "senses": "low-light vision, scent; Perception +12",
            "ac": "18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)",
            "hp": "95 (10d8+50)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+8",
              "will": "+4"
            },
            "speed": "40 ft.",
            "melee": "2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "racial_modifiers": "+4 Swim",
            "ability_scores": {
              "str": 25,
              "dex": 13,
              "con": 21,
              "int": 2,
              "wis": 12,
              "cha": 10
            },
            "base_attack": "+7",
            "cmb": "+15 (+19 grapple)",
            "cmd": "26 (30 vs. trip)",
            "feats": "Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)",
            "skills": "Perception +12, Swim +19",
            "environment": "cold forests",
            "organization": "solitary or pair",
            "treasure": "incidental",
            "description": "Spittle drips from this feral bear's roaring maw, and its matted fur is broken in places by wicked, bony growths.",
            "ecology": "Larger, more aggressive, and far more deadly than its lesser cousins, the dire bear (known to barbarian tribes variously as the cave bear or the short-faced bear) is a primeval menace indeed. This behemoth avoids more civilized reaches of the world, preferring to dwell in remote wilderness locations. A dire bear is a rare and terrifying sight—especially to those not used to normal bears.\n\nUnlike most bears, a dire bear is short-tempered and swift to anger when confronted with intruders in its territory. Like a grizzly, a dire bear attempts to subdue or kill with its claws. However, a dire bear is far more likely (and willing) to begin biting a grabbed foe.",
            "source": "Bestiary"
          },
          {
            "name": "Bear, Grizzly",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +6",
            "ac": "16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)",
            "hp": "42 (5d8+20)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "40 ft.",
            "melee": "2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "racial_modifiers": "+4 Swim",
            "ability_scores": {
              "str": 21,
              "dex": 13,
              "con": 19,
              "int": 2,
              "wis": 12,
              "cha": 6
            },
            "base_attack": "+3",
            "cmb": "+9 (+13 grapple)",
            "cmd": "20 (24 vs. trip)",
            "feats": "Endurance, Run, Skill Focus (Survival)",
            "skills": "Perception +6, Survival +5, Swim +14",
            "environment": "cold forests",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "Broad, powerful muscles move beneath this massive bear's brown fur, promising both speed and lethal force.",
            "ecology": "A large, powerful omnivore, the grizzly bear inhabits many of the world's forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition.\n\nWhen faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes.\n\nTo generate stats for a smaller bear (like a black bear), you can apply the young simple template to the grizzly bear's stat block. To generate stats for a larger grizzly or a polar bear, apply the advanced simple template to the grizzly's stats.",
            "source": "Bestiary"
          },
          {
            "name": "Bebilith",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, evil, extraplanar",
            "cr": "10",
            "xp": "9,600",
            "alignment": "CE",
            "size": "Huge",
            "init": "+5",
            "senses": "darkvision 60 ft., scent; Perception +16",
            "languages": "Abyssal (cannot speak); telepathy 100 ft.",
            "ac": "22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)",
            "hp": "150 (12d10+84)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+11",
              "will": "+7"
            },
            "dr": "10/good",
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)",
            "special_attacks": "dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "racial_modifiers": "+8 Stealth",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nAt will—_plane shift_ (bebilith only)"
              }
            ],
            "ability_scores": {
              "str": 28,
              "dex": 12,
              "con": 24,
              "int": 11,
              "wis": 13,
              "cha": 13
            },
            "base_attack": "+12",
            "cmb": "+23",
            "cmd": "34 (46 vs. trip)",
            "feats": "Cleave, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack",
            "skills": "Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16",
            "environment": "any (the Abyss)",
            "organization": "solitary or band (2-6)",
            "treasure": "standard",
            "description": "A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.",
            "special_abilities": [
              {
                "name": "Dismantle Armor",
                "type": "Extraordinary",
                "description": "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."
              },
              {
                "name": "Penetrating Strike",
                "type": "Supernatural",
                "description": "A bebilith's natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good."
              },
              {
                "name": "Rot",
                "type": "Supernatural",
                "description": "A bebilith's bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based."
              }
            ],
            "ecology": "The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde—the bebilith being the most notorious, a creature evolved to hunt and slay demons.\n\nFar more intelligent than its verminous shape would suggest, it is perhaps a blessing that the bebilith is such a focused and devoted hunter of demons, for had these dangerous outsiders more of a mind to conquer and expand empires, their ability to plane shift would make them a menace indeed. Although, as an outsider, the bebilith has no biological need to eat, it does enjoy the sensation of chewing on demonic flesh.",
            "source": "Bestiary"
          },
          {
            "name": "Beetle, Fire",
            "creature_type": "Vermin",
            "cr": "1/3",
            "xp": "135",
            "alignment": "N",
            "size": "Small",
            "init": "+0",
            "senses": "low-light vision; Perception +0",
            "ac": "12, touch 11, flat-footed 12 (+1 natural, +1 size)",
            "hp": "4 (1d8)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+0",
              "will": "+0"
            },
            "immune": "mind-affecting effects",
            "speed": "30 ft., fly 30 ft. (poor)",
            "melee": "bite +1 (1d4)",
            "special_qualities": "luminescence",
            "ability_scores": {
              "str": 10,
              "dex": 11,
              "con": 11,
              "int": "-",
              "wis": 10,
              "cha": 7
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "9 (17 vs. trip)",
            "skills": "Fly -2",
            "environment": "any",
            "organization": "solitary, cluster (2-6) or colony (7-12)",
            "treasure": "none",
            "description": "This housecat-sized beetle is a dull brown color brightened by two glowing green-yellow spots on its carapace.",
            "special_abilities": [
              {
                "name": "Luminescence",
                "type": "Extraordinary",
                "description": "A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death."
              }
            ],
            "variants": [
              {
                "name": "Mining Beetle (CR 1/2)",
                "description": "A mining beetle is an advanced fire beetle with the advanced simple template and a burrowing speed of 20 feet."
              },
              {
                "name": "Flash Beetle (CR 1/2)",
                "description": "A flash beetle is an advanced fire beetle that can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-based."
              }
            ],
            "ecology": "Although nocturnal, the fire beetle lacks darkvision—it relies on its own glowing glands for illumination. Caged fire beetles are a popular source of long-lasting illumination among eccentrics and miners.\n\nOther variations on the common fire beetle exist. The two most common variants are detailed below.",
            "source": "Bestiary"
          },
          {
            "name": "Beetle, Giant Stag",
            "creature_type": "Vermin",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +0",
            "ac": "17, touch 9, flat-footed 17 (+8 natural, -1 size)",
            "hp": "45 (7d8+14)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+2",
              "will": "+2"
            },
            "immune": "mind-affecting effects",
            "speed": "20 ft., fly 20 ft. (poor)",
            "melee": "bite +8 (2d8+6)",
            "special_attacks": "trample (1d6+6, DC 17)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": 19,
              "dex": 10,
              "con": 15,
              "int": "-",
              "wis": 10,
              "cha": 9
            },
            "base_attack": "+5",
            "cmb": "+10",
            "cmd": "20 (28 vs. trip)",
            "skills": "Fly -6",
            "environment": "temperate forests",
            "organization": "solitary, pair, or cluster (3-6)",
            "treasure": "none",
            "description": "With a sleek body and huge mandibles raised in a threatening pose, this large beetle stands firm in defense of its territory.",
            "variants": [
              {
                "name": "Bombardier Beetle (CR 2)",
                "description": "This giant stag beetle has only 2 Hit Dice and is Medium sized, but can spray acid once per round in a 10-foot cone. Those in the cone must make a DC 11 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based."
              },
              {
                "name": "Goliath Beetle (CR 8)",
                "description": "The immense goliath beetle is a Huge stag beetle with 12 HD and the trample special ability."
              }
            ],
            "ecology": "Nearly 10 feet long, giant stag beetles become serious dangers when they wander into logging camps due to their appetite for decaying wood. Called stag beetles because of their large, antler-like mandibles, they use these appendages to wrestle competing suitors and quickly put down enemy threats.\n\nVariant species of these giant beetles exist as well. The two detailed below are the ones most commonly encountered.",
            "source": "Bestiary"
          },
          {
            "name": "Behir",
            "creature_type": "Magical Beast",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Huge",
            "init": "+1",
            "senses": "darkvision 60 ft., low-light vision; Perception +6",
            "languages": "Common",
            "ac": "21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)",
            "hp": "105 (10d10+50)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+8",
              "will": "+5"
            },
            "immune": "electricity",
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +15 (2d6+9 plus grab)",
            "special_attacks": "breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+9), rake (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)",
            "space": "15 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": 23,
              "dex": 12,
              "con": 21,
              "int": 7,
              "wis": 14,
              "cha": 12
            },
            "base_attack": "+10",
            "cmb": "+18 (+22 grapple)",
            "cmd": "29 (can't be tripped)",
            "feats": "Alertness, Cleave, Great Cleave, Power Attack, Weapon Focus (bite)",
            "skills": "Climb +14, Perception +8, Stealth +5",
            "environment": "warm hills and deserts",
            "organization": "solitary or pair",
            "treasure": "double",
            "description": "This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.",
            "special_abilities": [
              {
                "name": "Grab",
                "type": "Extraordinary",
                "description": "A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole."
              }
            ],
            "ecology": "Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature's six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.\n\nThe average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs.\n\nWhile territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its self-centeredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir's tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer.\n\nIt's often been speculated that behirs are somehow related to blue dragons, but the exact nature of this link remains unknown. Most dragons deny any such association and look down on the behir for its relative lack of intelligence—a snubbing that infuriates the already short-tempered behir. Thanks to this casual disparagement, many behirs carry deep grudges against dragons, and attack without pause any who cross into their territories.",
            "source": "Bestiary"
          },
          {
            "name": "Black Pudding",
            "creature_type": "Ooze",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "-5",
            "senses": "blindsight 60 ft.; Perception -5",
            "ac": "3, touch 3, flat-footed 3 (-2 size, -5 Dex)",
            "hp": "105 (10d8+60)",
            "saving_throws": {
              "fort": "+9",
              "ref": "-2",
              "will": "-2"
            },
            "defensive_abilities": "split, ooze traits",
            "speed": "20 ft., climb 20 ft.",
            "melee": "slam +8 (2d6+4 plus 2d6 acid plus grab)",
            "special_attacks": "constrict (2d6+4 plus 2d6 acid), corrosion",
            "space": "15 ft.",
            "reach": "10 ft.",
            "special_qualities": "ooze traits, suction",
            "ability_scores": {
              "str": 16,
              "dex": 1,
              "con": 22,
              "int": "-",
              "wis": 1,
              "cha": 1
            },
            "base_attack": "+7",
            "cmb": "+12 (+16 grapple)",
            "cmd": "17 (27 vs. bull rush, can't be tripped)",
            "skills": "Climb +11",
            "environment": "any underground",
            "organization": "solitary",
            "treasure": "none",
            "description": "This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward.",
            "special_abilities": [
              {
                "name": "Acid",
                "type": "Extraordinary",
                "description": "A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based."
              },
              {
                "name": "Corrosion",
                "type": "Extraordinary",
                "description": "An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor."
              },
              {
                "name": "Split",
                "type": "Extraordinary",
                "description": "Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points."
              },
              {
                "name": "Suction",
                "type": "Extraordinary",
                "description": "The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location."
              }
            ],
            "ecology": "Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month's time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.\n\nLarger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD. Other colored puddings are rumored to exist, with white ones living in the arctic, brown ones living in swamps, and tan ones living in deserts.",
            "source": "Bestiary"
          },
          {
            "name": "Boar",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +6",
            "ac": "14, touch 10, flat-footed 14 (+4 natural)",
            "hp": "18 (2d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+3",
              "will": "+1"
            },
            "defensive_abilities": "ferocity",
            "speed": "40 ft.",
            "melee": "gore +4 (1d8+4)",
            "ability_scores": {
              "str": 17,
              "dex": 10,
              "con": 17,
              "int": 2,
              "wis": 13,
              "cha": 4
            },
            "base_attack": "+1",
            "cmb": "+4",
            "cmd": "14",
            "feats": "Toughness",
            "skills": "Perception +6",
            "environment": "temperate or tropical forests",
            "organization": "solitary, pair, or group (3-8)",
            "treasure": "none",
            "description": "This ill-tempered beast's tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks.",
            "ecology": "Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted for their flesh, which is considered delicious by most humanoids. Those who hunt boars often do so with a special spear fitted with a cross beam to prevent an impaled boar from pushing forward along the spear shaft to gore its tormentor.\n\nThe boar's stubborn nature and habit of eating even bones makes it well suited as a pet for certain folk. Many thieves' guilds keep boars for the disposal of bodies, while orc tribes let them run loose in their lairs, where they do a relatively good job at keeping these warrens clean of refuse.\n\nA boar is four feet long and weighs 200 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Boar, Dire",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+4",
            "senses": "low-light vision, scent; Perception +12",
            "ac": "15, touch 9, flat-footed 15 (+6 natural, -1 size)",
            "hp": "42 (5d8+20)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+4",
              "will": "+2"
            },
            "defensive_abilities": "ferocity",
            "speed": "40 ft.",
            "melee": "gore +8 (2d6+9)",
            "ability_scores": {
              "str": 23,
              "dex": 10,
              "con": 17,
              "int": 2,
              "wis": 13,
              "cha": 8
            },
            "base_attack": "+3",
            "cmb": "+10",
            "cmd": "20",
            "feats": "Improved Initiative, Skill Focus (Perception), Toughness",
            "skills": "Perception +12",
            "environment": "temperate or tropical forests",
            "organization": "solitary, pair, or herd (3-8)",
            "treasure": "none",
            "description": "The back of this horse-sized boar rises in a steep slope. Its tiny red eyes are crusted with filth and its bristly flank crawls with flies.",
            "ecology": "Whereas the boar is ill-tempered and generally unfriendly, the towering daeodon (known as the dire boar to most commoners and hunters) is legitimately hateful and violent. Although omnivorous like its smaller kin, the daeodon prefers to feed on flesh, and its razor-sharp tusks and keen eyesight make it particularly well suited as a predator. While the daeodon is primarily a scavenger, it isn't averse to attacking smaller creatures it encounters while searching for easier meals, or those who stumble unwittingly into its territory. Particularly brave or skilled orcs are fond of using daeodons as mounts, and orc cavalry mounted on dire boars make for a fearsome force indeed. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Boggard",
            "creature_type": "Humanoid",
            "creature_subtype": "boggard",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +4",
            "languages": "Boggard",
            "ac": "14, touch 9, flat-footed 14 (+2 armor, -1 Dex, +3 natural)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+0",
              "will": "+1"
            },
            "speed": "20 ft., swim 30 ft.",
            "melee": "morningstar +5 (1d8+3), tongue -1 touch (sticky tongue)",
            "special_attacks": "terrifying croak",
            "special_qualities": "hold breath, swamp stride",
            "racial_modifiers": "+16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps",
            "ability_scores": {
              "str": 15,
              "dex": 9,
              "con": 14,
              "int": 8,
              "wis": 11,
              "cha": 10
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "13",
            "feats": "Toughness, Weapon Focus (morningstar)",
            "skills": "Acrobatics +2 (+14 jumping), Stealth -1 (+7 in swamps), Swim +10",
            "environment": "temperate marshes",
            "organization": "solitary, pair, or army (3-12)",
            "treasure": "NPC gear (leather armor, morningstar, other treasure)",
            "description": "Bulbous eyes glare atop this creature's decidedly toad-like head. A multitude of warts and bumps decorate its greenish skin.",
            "special_abilities": [
              {
                "name": "Hold Breath",
                "type": "Extraordinary",
                "description": "A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating."
              },
              {
                "name": "Sticky Tongue",
                "type": "Extraordinary",
                "description": "A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue."
              },
              {
                "name": "Swamp Stride",
                "type": "Extraordinary",
                "description": "A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally."
              },
              {
                "name": "Terrifying Croak",
                "type": "Supernatural",
                "description": "Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus."
              }
            ],
            "ecology": "Boggards resemble anthropomorphic frogs or toads, complete with webbed hands and feet, large eyes, and overly wide mouths. These creatures make their homes near large rivers or deep in marshes. There they make small villages composed of mud mounds on the banks. Boggards start out life as tadpoles in breeding ponds, eventually growing to a length of 3 feet before sprouting arms and legs and becoming capable of terrestrial living. Acceptance into the clan then depends on the young boggard's successful hunt to kill a sentient humanoid. Those who fail are exiled from the clan. As boggards age, they continue to grow and lose their coloration. Exceptionally old boggards bear completely white skin covering massive corpulent bodies. Some of these boggards rank among the caste of priest-kings and enjoy a life of grotesque pleasures ruling their clans.\n\nThough often hunched over, boggards stand 5 feet tall and weigh close to 200 pounds. These creatures live for 50 years, though the harsh swamps and infighting usually cut these years short.",
            "source": "Bestiary"
          },
          {
            "name": "Bugbear",
            "creature_type": "Humanoid",
            "creature_subtype": "goblinoid",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft., scent; Perception +8",
            "languages": "Common, Goblin",
            "ac": "17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield)",
            "hp": "16 (3d8+3)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+4",
              "will": "+1"
            },
            "speed": "30 ft.",
            "melee": "morningstar +5 (1d8+3)",
            "ranged": "javelin +3 (1d6+3)",
            "special_qualities": "stalker",
            "racial_modifiers": "+4 Intimidate, +4 Stealth",
            "ability_scores": {
              "str": 16,
              "dex": 13,
              "con": 13,
              "int": 10,
              "wis": 10,
              "cha": 9
            },
            "base_attack": "+2",
            "cmb": "+5",
            "cmd": "16",
            "feats": "Intimidating Prowess, Skill Focus (Perception)",
            "skills": "Intimidate +7, Perception +8, Stealth +10",
            "environment": "temperate mountains",
            "organization": "solitary, pair, gang (3-6), or warband (7-12 plus 2 warriors of 1st level and 1 chieftain of 3rd-5th level)",
            "treasure": "NPC Gear (leather armor, light wooden shield, morningstar, 3 javelins, other treasure)",
            "description": "This dark-furred creature raises a spiked morningstar, its tiny, milk-white eyes glittering with the thrill of the coming kill.",
            "special_abilities": [
              {
                "name": "Stalker",
                "type": "Extraordinary",
                "description": "Perception and Stealth are always class skills for bugbears."
              }
            ],
            "ecology": "The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn't uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners. Bugbears do not form large warrens like goblins or nations like hobgoblins; they prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level. Humans are a bugbear's favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.\n\nBugbears, when they turn to religion, favor gods of murder and violence, with various demon lords being favorites.\n\nA typical bugbear stands 7 feet in height and weighs 400 pounds.\n\nThe Nature of Goblinoid Evil: Goblins, hobgoblins, and bugbears, despite having superficial similarities, each represent a different face of evil. Hobgoblins are ordered and methodical in their evil, forming vast armies, warbands, and despotic nations. Goblins are the primal evil, seeking only cruelty and petty victimization as they can find it, be that among their own kind or against their neighbors. Yet the evil personified by the bugbear may be the most terrifying, for they actively seek to inflict pain and suffering in the most destructive ways possible. When a hobgoblin kills, it's because of tradition and order. When a goblin kills, it's for fun. But when a bugbear holds its blade, it kills only when it can be assured that the murder will cause maximum pain and suffering to those its weapon does not touch; to a bugbear, the true goal of murder is to strike not at the victim, but at those who held the victim dear.",
            "source": "Bestiary"
          },
          {
            "name": "Bulette",
            "creature_type": "Magical Beast",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+6",
            "senses": "darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11",
            "ac": "22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)",
            "hp": "84 (8d10+40)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+8",
              "will": "+5"
            },
            "speed": "40 ft., burrow 20 ft.",
            "melee": "bite +13 (2d8+9/19-20) and 2 claws +12 (2d6+6)",
            "special_attacks": "leap, savage bite",
            "space": "15 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+4 on Acrobatics checks made to jump",
            "ability_scores": {
              "str": 23,
              "dex": 15,
              "con": 20,
              "int": 2,
              "wis": 13,
              "cha": 6
            },
            "base_attack": "+8",
            "cmb": "+16",
            "cmd": "28 (32 vs. trip)",
            "feats": "Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite)",
            "skills": "Acrobatics +9 (+17 jumping), Perception +11",
            "environment": "temperate hills",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This armor-plated creature's toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders.",
            "special_abilities": [
              {
                "name": "Leap",
                "type": "Extraordinary",
                "description": "A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack."
              },
              {
                "name": "Savage Bite",
                "type": "Extraordinary",
                "description": "A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20."
              }
            ],
            "ecology": "The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation \"landshark.\"\n\nBulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.\n\nBulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh—a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast's favorite meals, and no halfling with any sense ventures into bulette country casually.\n\nThe bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast's dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow—yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.",
            "source": "Bestiary"
          },
          {
            "name": "Azata, Lillend",
            "creature_type": "Outsider",
            "creature_subtype": "azata, chaotic, extraplanar, good",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CG",
            "size": "Large",
            "init": "+3",
            "senses": "low-light vision, darkvision 60 ft.; Perception +13",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "ac": "20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)",
            "hp": "73 (7d10+35)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+10",
              "will": "+10"
            },
            "resist": "cold 10, fire 10",
            "immune": "electricity, petrification, poison",
            "speed": "30 ft., fly 70 ft. (average)",
            "melee": "+1 longsword +12/+7 (2d6+8/19-20), tail slap +6 (2d6+2 plus grab)",
            "special_attacks": "bardic performance (20 rounds/day), constrict (2d6+5)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+4 Survival",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 7th)\n3/day—_darkness_, _hallucinatory terrain_ (DC 18), _knock_, _light_\n1/day—_charm person_ (DC 15), _speak with animals_, _speak with plants_"
              },
              {
                "type": "spells known",
                "text": "(CL 7th)\n3rd (2/day)—_charm monster_ (DC 17), _cure serious wounds_\n2nd (4/day)—_hold person_ (DC 16), _invisibility_, _sound burst_ (DC 16), _suggestion_ (DC 16)\n1st (5/day)—_charm person_ (DC 15), _cure light wounds_, _identify_, _sleep_ (DC 15)\n0 (at will)—_dancing lights, daze_ (DC 14), _detect magic, lullaby_ (DC 14), _mage hand, read magic_"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 17,
              "con": 21,
              "int": 14,
              "wis": 16,
              "cha": 19
            },
            "base_attack": "+7",
            "cmb": "+13",
            "cmd": "26 (can't be tripped)",
            "feats": "Combat Casting, Hover, Iron Will, Lightning Reflexes",
            "skills": "Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (stringed instruments) +16, Sense Motive +13, Survival +14",
            "environment": "any (Elysium)",
            "organization": "solitary, pair, or choir (3-6)",
            "treasure": "standard (+1 longsword, masterwork harp)",
            "description": "This creature has the body of a seductive, winged elven woman from the waist up and that of a snake from the waist down.",
            "special_abilities": [
              {
                "name": "Bardic Performance",
                "description": "A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects."
              },
              {
                "name": "Spells",
                "description": "A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells."
              }
            ],
            "ecology": "Among the azatas, lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend's lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds.\n\nAlthough they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils.",
            "source": "Bestiary"
          },
          {
            "name": "Cat, Cheetah",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+8",
            "senses": "low-light vision, scent; Perception +5",
            "ac": "15, touch 14, flat-footed 11 (+4 Dex, +1 natural)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+7",
              "will": "+2"
            },
            "speed": "50 ft.; sprint",
            "melee": "bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)",
            "racial_modifiers": "+4 Stealth in tall grass",
            "ability_scores": {
              "str": 17,
              "dex": 19,
              "con": 15,
              "int": 2,
              "wis": 12,
              "cha": 6
            },
            "base_attack": "+2",
            "cmb": "+5",
            "cmd": "19 (23 vs. trip)",
            "feats": "Improved Initiative, Weapon Finesse",
            "skills": "Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass)",
            "environment": "warm plains",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This large, sleek feline has a golden coat spotted with black. Its long and powerful legs are obviously capable of great speed.",
            "special_abilities": [
              {
                "name": "Sprint",
                "type": "Extraordinary",
                "description": "Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge."
              }
            ],
            "ecology": "The cheetah is a swift and deadly predator capable of moving with incredible speed, allowing it to run down unsuspecting foes hundreds of feet away. The hunting cat avoids areas of dense and tangled undergrowth, but has great skill at lying in wait in tall grass.\n\nAn adult cheetah is 4-1/2 feet long and weighs 140 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Cat, Leopard",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+4",
            "senses": "low-light vision, scent; Perception +5",
            "ac": "15, touch 14, flat-footed 11 (+4 Dex, +1 natural)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+7",
              "will": "+2"
            },
            "speed": "30 ft., climb 20 ft.",
            "melee": "bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)",
            "special_attacks": "pounce, rake (2 claws +6, 1d3+3)",
            "racial_modifiers": "+4 on Stealth in undergrowth",
            "ability_scores": {
              "str": 16,
              "dex": 19,
              "con": 15,
              "int": 2,
              "wis": 13,
              "cha": 6
            },
            "base_attack": "+2",
            "cmb": "+5 (+9 grapple)",
            "cmd": "19 (23 vs. trip)",
            "feats": "Skill Focus (Stealth), Weapon Finesse",
            "skills": "Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth)",
            "environment": "any forest",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "With each graceful step, this leopard's steely muscles ripple beneath its spotted fur.",
            "ecology": "Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.\n\nLeopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren't hungry and don't feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator.",
            "source": "Bestiary"
          },
          {
            "name": "Cave Fisher",
            "creature_type": "Vermin",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +0",
            "ac": "15, touch 11, flat-footed 14 (+1 Dex, +4 natural)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+2",
              "will": "+1"
            },
            "immune": "mind-affecting effects",
            "speed": "20 ft., climb 20 ft.",
            "melee": "2 claws +5 (1d4+3)",
            "ranged": "filament +3 (drag)",
            "special_attacks": "pull (filament, 10 feet)",
            "ability_scores": {
              "str": 17,
              "dex": 12,
              "con": 17,
              "int": "-",
              "wis": 10,
              "cha": 4
            },
            "base_attack": "+2",
            "cmb": "+5 (+9 with pull)",
            "cmd": "16 (28 vs. trip)",
            "skills": "Climb +11",
            "environment": "any underground",
            "organization": "solitary, pair, or tangle (3-6)",
            "treasure": "none",
            "description": "This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.",
            "special_abilities": [
              {
                "name": "Filament",
                "type": "Extraordinary",
                "description": "A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time."
              },
              {
                "name": "Pull",
                "type": "Extraordinary",
                "description": "A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack."
              }
            ],
            "ecology": "The cave fisher is a highly specialized predator that dwells in caves. The creature's mode of hunting is unique—it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favored hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation.\n\nA cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It's impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher's filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher's glands count as 100 gp worth of raw materials, offsetting the total cost of the item's final creation.\n\nAlthough cave fishers have many superficial similarities to crabs, they do not fare well in water and aren't very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-flowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster's hunger.\n\nA cave fisher is 7 feet long and weighs 400 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Centaur",
            "creature_type": "Monstrous Humanoid",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Common, Elven, Sylvan",
            "ac": "20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +2 shield, -1 size)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+6",
              "will": "+6"
            },
            "speed": "50 ft. (35 ft. in armor)",
            "melee": "longsword +5 (1d8+2/19-20), 2 hooves +0 (1d6+1)",
            "ranged": "spear +5 (1d8+2/×3)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "special_qualities": "undersized weapons",
            "ability_scores": {
              "str": 15,
              "dex": 14,
              "con": 15,
              "int": 11,
              "wis": 14,
              "cha": 12
            },
            "base_attack": "+4",
            "cmb": "+7",
            "cmd": "19 (23 vs. trip)",
            "feats": "Improved Initiative, Run",
            "skills": "Diplomacy +5, Intimidate +6, Knowledge (nature) +4, Perception +7, Survival +9",
            "environment": "temperate forests and plains",
            "organization": "solitary, pair, band (3-10), tribe (11-30 plus 3 hunters of 3rd level and 1 leader of 6th level)",
            "treasure": "standard (breastplate, heavy steel shield, longsword, spear, other treasure)",
            "description": "This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.",
            "special_abilities": [
              {
                "name": "Undersized Weapons",
                "type": "Extraordinary",
                "description": "Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs)."
              }
            ],
            "ecology": "Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.\n\nAloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.",
            "source": "Bestiary"
          },
          {
            "name": "Centipede, Giant",
            "creature_type": "Vermin",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +4",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "5 (1d8+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "+0"
            },
            "immune": "mind-affecting effects",
            "speed": "40 ft., climb 40 ft.",
            "melee": "bite +2 (1d6-1 plus poison)",
            "special_attacks": "poison",
            "racial_modifiers": "+4 Perception, +8 Stealth",
            "ability_scores": {
              "str": 9,
              "dex": 15,
              "con": 12,
              "int": "-",
              "wis": 10,
              "cha": 2
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "11 (can't be tripped)",
            "feats": "Weapon Finesse (bonus feat)",
            "skills": "Climb +10, Perception +4, Stealth +10",
            "environment": "temperate or warm forest or underground",
            "organization": "solitary, pair, or colony (3-6)",
            "treasure": "none",
            "description": "This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Bite—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.",
                "affliction": {
                  "name": "Giant Centipede Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d3 Dexterity damage",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "tables": [
              {
                "name": "Species",
                "headers": [
                  "Species",
                  "CR",
                  "Size",
                  "HD"
                ],
                "rows": [
                  [
                    "House centipede",
                    "1/8",
                    "Tiny",
                    "1d8"
                  ],
                  [
                    "Sewer centipede",
                    "1/4",
                    "Small",
                    "1d8"
                  ],
                  [
                    "Hissing centipede",
                    "1",
                    "Large",
                    "2d8"
                  ],
                  [
                    "Giant whiptail centipede",
                    "2",
                    "Huge",
                    "4d8"
                  ],
                  [
                    "Great forest centipede",
                    "6",
                    "Gargantuan",
                    "7d8"
                  ],
                  [
                    "Titan centipede",
                    "9",
                    "Colossal",
                    "10d8"
                  ]
                ]
              }
            ],
            "ecology": "Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges.\n\nOther species of giant centipedes exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of giant centipede species. The following table lists the most common variants.",
            "source": "Bestiary"
          },
          {
            "name": "Chimera",
            "creature_type": "Magical Beast",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +10",
            "languages": "Draconic",
            "ac": "19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)",
            "hp": "85 (9d10+36)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+7",
              "will": "+6"
            },
            "speed": "30 ft., fly 50 ft. (poor)",
            "melee": "bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 claws +12 (1d6+4)",
            "special_attacks": "breath weapon (usable every 1d4 rounds)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "racial_modifiers": "+2 Perception, +4 Stealth in scrubland or brush",
            "ability_scores": {
              "str": 19,
              "dex": 12,
              "con": 17,
              "int": 4,
              "wis": 13,
              "cha": 10
            },
            "base_attack": "+9",
            "cmb": "+14",
            "cmd": "25 (29 vs. trip)",
            "feats": "Hover, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness",
            "skills": "Fly +2, Perception +10, Stealth +4 (+8 in scrubland or brush)",
            "environment": "temperate hills",
            "organization": "solitary, pair, pride (3-6), or flight (7-12)",
            "treasure": "standard",
            "description": "This winged monster has the body of a lion, though two more heads flank its central feline one—a dragon and a horned goat.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Supernatural",
                "description": "A chimera's breath weapon depends on the color of its dragon head. 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: 1–2 Black, 40-foot line of acid; 3–4 Blue, 40-foot line of lightning; 5–6 Green, 20-foot cone of acid; 7–8 Red, 20-foot cone of fire; 9–10 White, 20-foot cone of cold."
              }
            ],
            "tables": [
              {
                "name": "Breath Weapon by Head Color",
                "headers": [
                  "d10",
                  "Head Color",
                  "Breath Weapon"
                ],
                "rows": [
                  [
                    "1–2",
                    "Black",
                    "40-foot line of acid"
                  ],
                  [
                    "3–4",
                    "Blue",
                    "40-foot line of lightning"
                  ],
                  [
                    "5–6",
                    "Green",
                    "20-foot cone of acid"
                  ],
                  [
                    "7–8",
                    "Red",
                    "20-foot cone of fire"
                  ],
                  [
                    "9–10",
                    "White",
                    "20-foot cone of cold"
                  ]
                ]
              }
            ],
            "ecology": "Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera's dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.\n\nChimeras prefer meat but can subsist on vegetable matter if necessary (although being forced to do so generally leaves the beasts more ill-tempered than usual). Their flight means they can pick and choose their prey, and they usually hunt a large area in search of easy food. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds might give them offerings. Conversely, they are just intelligent and stubborn enough that they make poor pets, and only a significantly more powerful creature can keep them submissive. They may form equal partnerships with a respectful humanoid or similar creature, and even consent to be used as a mount. A pride of chimeras is very leonine in its hierarchy, with a dominant male leading the group and most of the hunting done by the females. A solitary chimera may be a young male or a female with cubs nearby.",
            "source": "Bestiary"
          },
          {
            "name": "Choker",
            "creature_type": "Aberration",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +1",
            "languages": "Undercommon",
            "ac": "17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)",
            "hp": "16 (3d8+3)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+3",
              "will": "+4"
            },
            "speed": "20 ft., climb 10 ft.",
            "melee": "2 tentacles +6 (1d4+3 plus grab)",
            "special_attacks": "constrict (1d4+3), strangle, grab (Large)",
            "space": "5 ft.",
            "reach": "10 ft.",
            "special_qualities": "quickness",
            "ability_scores": {
              "str": 16,
              "dex": 14,
              "con": 13,
              "int": 4,
              "wis": 13,
              "cha": 7
            },
            "base_attack": "+2",
            "cmb": "+4 (+8 grappling)",
            "cmd": "16",
            "feats": "Improved Initiative, Skill Focus (Stealth)",
            "skills": "Climb +16, Stealth +13",
            "environment": "any underground",
            "organization": "solitary, pair, or clutch (3-8)",
            "treasure": "standard",
            "description": "This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.",
            "special_abilities": [
              {
                "name": "Strangle",
                "type": "Extraordinary",
                "description": "Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components."
              },
              {
                "name": "Quickness",
                "type": "Supernatural",
                "description": "A choker is supernaturally quick. It can take an extra move action during its turn each round."
              }
            ],
            "ecology": "Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.\n\nChokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller.\n\nChokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.\n\nThis fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.",
            "source": "Bestiary"
          },
          {
            "name": "Chuul",
            "creature_type": "Aberration",
            "creature_subtype": "aquatic",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +19",
            "languages": "Common (sometimes Undercommon for subterranean variants)",
            "ac": "22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)",
            "hp": "85 (10d8+40)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+9"
            },
            "immune": "poison",
            "speed": "30 ft., swim 20 ft.",
            "melee": "2 claws +14 (2d6+7 plus grab)",
            "special_attacks": "constrict (2d6+7), paralytic tentacles",
            "space": "10 ft.",
            "reach": "5 ft.",
            "special_qualities": "amphibious",
            "ability_scores": {
              "str": 25,
              "dex": 16,
              "con": 18,
              "int": 10,
              "wis": 14,
              "cha": 5
            },
            "base_attack": "+7",
            "cmb": "+15 (+19 grapple)",
            "cmd": "28 (32 vs. trip)",
            "feats": "Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw)",
            "skills": "Knowledge (nature) +8, Perception +19, Sense Motive +9, Stealth +9, Swim +28",
            "environment": "temperate swamps",
            "organization": "solitary, pair, or pack (3-6)",
            "treasure": "standard",
            "description": "This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.",
            "special_abilities": [
              {
                "name": "Paralytic Tentacles",
                "type": "Extraordinary",
                "description": "A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles."
              }
            ],
            "ecology": "Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.\n\nChuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them. Lizardfolk are by far the chuul's favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways—with the exception of troglodytes, whose flavor chuuls find particularly offensive.\n\nChuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations. They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims.\n\nA typical chuul is 8 feet tall and weighs 650 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Cloaker",
            "creature_type": "Aberration",
            "cr": "5",
            "xp": "1,600",
            "alignment": "CN",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +14",
            "languages": "Undercommon",
            "ac": "19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)",
            "hp": "51 (6d8+24)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+7"
            },
            "defensive_abilities": "shadow shift",
            "speed": "10 ft., fly 40 ft. (average)",
            "melee": "bite +8 (1d6+5), tail slap +3 (1d8+2)",
            "special_attacks": "engulf, moan",
            "space": "10 ft.",
            "reach": "10 ft. (5 ft. with bite)",
            "racial_modifiers": "+8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature",
            "ability_scores": {
              "str": 21,
              "dex": 16,
              "con": 19,
              "int": 14,
              "wis": 15,
              "cha": 14
            },
            "base_attack": "+4",
            "cmb": "+10",
            "cmd": "23 (can't be tripped)",
            "feats": "Combat Reflexes, Improved Initiative, Skill Focus (Perception)",
            "skills": "Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8",
            "environment": "underground",
            "organization": "solitary, pair, mob (3-6), or flock (7-12)",
            "treasure": "standard",
            "description": "This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.",
            "special_abilities": [
              {
                "name": "Engulf",
                "type": "Extraordinary",
                "description": "A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim."
              },
              {
                "name": "Moan",
                "type": "Extraordinary",
                "description": "A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based."
              },
              {
                "name": "Shadow Shift",
                "type": "Supernatural",
                "description": "When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based)."
              }
            ],
            "ecology": "Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds.\n\nA cloaker's motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally's protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.",
            "source": "Bestiary"
          },
          {
            "name": "Cockatrice",
            "creature_type": "Magical Beast",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+3",
            "senses": "darkvision 60 ft., low-light vision; Perception +10",
            "ac": "15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)",
            "hp": "27 (5d10)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+7",
              "will": "+2"
            },
            "speed": "20 ft., fly 60 ft. (poor)",
            "melee": "bite +9 (1d4-2 plus petrification)",
            "ability_scores": {
              "str": 6,
              "dex": 17,
              "con": 11,
              "int": 2,
              "wis": 13,
              "cha": 8
            },
            "base_attack": "+5",
            "cmb": "+2",
            "cmd": "16",
            "feats": "Dodge, Skill Focus (Perception), Weapon Finesse",
            "skills": "Fly +6, Perception +10",
            "environment": "temperate plains",
            "organization": "solitary, pair, flight (3-5), or flock (6-12)",
            "treasure": "none",
            "description": "This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail.",
            "special_abilities": [
              {
                "name": "Petrification",
                "type": "Supernatural",
                "description": "A cockatrice's bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice's bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice's bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally. The save DC is Constitution-based."
              }
            ],
            "ecology": "Stupid, vicious, and repulsive, cockatrices are avoided by other creatures due to their magical ability to turn flesh to stone. Legends say that the first cockatrice emerged from an egg laid by a cockerel and incubated by a toad. Whether or not the story is true, today's cockatrices breed true in terrifying and filthy dens haphazardly excavated by as many as a dozen of the squawking creatures. Males greatly outnumber females in these flocks, and are distinguished only by their wattles and combs. The typical cockatrice stands just over 2 feet high and weighs 5 pounds.\n\nWhile their diet consists primarily of seeds and petrified insects (which conveniently double in the creature's gizzard as both gastroliths and nutrition as they grind away), cockatrices fiercely defend their territories from anything they deem a threat, and the wanderings of rogue males seeking new spots to build dens sometimes bring them into unintentional contact with humanoids, with devastating results.\n\nThe cockatrice's strange ability to turn other creatures to stone is the creature's greatest defense, and a cockatrice lair is invariably littered with petrified remnants of foes. In an ironic twist of fate, however, weasels and ferrets—the creatures most likely to slip into cockatrices' nests and consume their eggs—appear to be completely immune to the effect. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and are equally likely to flee or attack when confronted by one.",
            "source": "Bestiary"
          },
          {
            "name": "Couatl",
            "creature_type": "Outsider",
            "creature_subtype": "native",
            "cr": "10",
            "xp": "9,600",
            "alignment": "LG",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft., detect chaos/evil/good/law; Perception +23",
            "languages": "Celestial, Common, Draconic; telepathy 100 ft.",
            "ac": "22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size)",
            "hp": "126 (12d10+60)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+13",
              "will": "+14"
            },
            "speed": "20 ft., fly 60 ft. (good)",
            "melee": "bite +16 (1d8+7 plus grab and poison)",
            "special_attacks": "constrict (1d8+7)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 9th)\nConstant—_detect chaos_, _detect evil_, _detect good_, _detect law_\nAt will—_detect thoughts_ (DC 15), _ethereal jaunt_ (CL 16th), _invisibility_, _plane shift_ (DC 20)"
              },
              {
                "type": "spells known",
                "text": "(CL 9th)\n4th (4/day)—_charm monster_ (DC 17), _freedom of movement_\n3rd (7/day)—_gaseous form_, _magic circle against evil_, _summon monster III_\n2nd (7/day)—_cure moderate wounds_, _eagle's splendor_, _scorching ray_, _silence_ (DC 15)\n1st (7/day)—_endure elements_, _mage armor_, _obscuring mist_, _protection from chaos_, _true strike_\n0 (at will)—_daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize_"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 16,
              "con": 20,
              "int": 17,
              "wis": 19,
              "cha": 17
            },
            "base_attack": "+12",
            "cmb": "+18 (+22 grapple)",
            "cmd": "32 (can't be tripped)",
            "feats": "Alertness, Dodge, Empower Spell, Eschew Materials (bonus feat), Improved Initiative, Iron Will, Lightning Reflexes",
            "skills": "Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18",
            "environment": "warm forests",
            "organization": "solitary, pair, or flight (3-6)",
            "treasure": "standard",
            "description": "This great serpent has multicolored wings and eyes that glimmer with intense awareness.",
            "special_abilities": [
              {
                "name": "Spells",
                "description": "A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them."
              },
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Bite—injury; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Strength; cure 2 consecutive saves. The save DC is Constitution-based.",
                "affliction": {
                  "name": "Couatl Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/minute for 10 minutes",
                  "effect": "1d4 Strength",
                  "save": "Fortitude DC 16",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds.\n\nAs native outsiders, couatls must eat. They prefer the same foods as true snakes, such as mammals and birds, though they have been known to eat evil humanoids.\n\nAs they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl.\n\nA couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables—provided the couatl approves of the service asked for by the spellcaster.",
            "source": "Bestiary"
          },
          {
            "name": "Crab, Giant",
            "creature_type": "Vermin",
            "creature_subtype": "aquatic",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +4",
            "ac": "16, touch 11, flat-footed 15 (+1 Dex, +5 natural)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+2",
              "will": "+1"
            },
            "immune": "mind-affecting effects",
            "speed": "30 ft., swim 20 ft.",
            "melee": "2 claws +4 (1d4+2 plus grab)",
            "special_attacks": "constrict (1d4+2)",
            "special_qualities": "water dependency",
            "racial_modifiers": "+4 Perception",
            "ability_scores": {
              "str": 15,
              "dex": 13,
              "con": 14,
              "int": "-",
              "wis": 10,
              "cha": 2
            },
            "base_attack": "+2",
            "cmb": "+4 (+8 grapple)",
            "cmd": "15 (27 vs. trip)",
            "skills": "Perception +4, Swim +10",
            "environment": "any aquatic",
            "organization": "solitary or cast (2-12)",
            "treasure": "none",
            "description": "This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.",
            "special_abilities": [
              {
                "name": "Water Dependency",
                "type": "Extraordinary",
                "description": "Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning."
              }
            ],
            "tables": [
              {
                "name": "Species",
                "headers": [
                  "Species",
                  "CR",
                  "Size",
                  "HD"
                ],
                "rows": [
                  [
                    "King crab",
                    "1/4",
                    "Tiny",
                    "1d8"
                  ],
                  [
                    "Coconut crab",
                    "1/2",
                    "Small",
                    "1d8"
                  ],
                  [
                    "Rock crab",
                    "4",
                    "Large",
                    "5d8"
                  ],
                  [
                    "Shark-eating crab",
                    "7",
                    "Huge",
                    "8d8"
                  ],
                  [
                    "Great reef crab",
                    "10",
                    "Gargantuan",
                    "11d8"
                  ],
                  [
                    "Shipwrecker crab",
                    "13",
                    "Colossal",
                    "14d8"
                  ]
                ]
              }
            ],
            "ecology": "Giant crabs behave much like their smaller cousins, feeding on both plant material like algae and fungus and animal matter such as fish, seabirds, and even unwary humanoids. The coloration of a giant crab's hard exoskeleton varies widely depending on species, and over time even shifts in response to its diet.\n\nOther species of giant crab exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of different species of giant crab. The following table lists the most common variants.",
            "source": "Bestiary"
          },
          {
            "name": "Crocodile",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Large",
            "init": "+1",
            "senses": "low-light vision; Perception +8",
            "ac": "14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+4",
              "will": "+2"
            },
            "speed": "20 ft., swim 30 ft.; sprint",
            "melee": "bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)",
            "special_attacks": "death roll (1d8+6 plus trip)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "special_qualities": "hold breath",
            "racial_modifiers": "+8 on Stealth in water",
            "ability_scores": {
              "str": 19,
              "dex": 12,
              "con": 17,
              "int": 1,
              "wis": 12,
              "cha": 2
            },
            "base_attack": "+2",
            "cmb": "+7 (+11 grapple)",
            "cmd": "18 (22 vs. trip)",
            "feats": "Skill Focus (Perception, Stealth)",
            "skills": "Perception +8, Stealth +5 (+13 in water), Swim +12",
            "environment": "warm rivers and marshes",
            "organization": "solitary, pair, or colony (3-12)",
            "treasure": "none",
            "description": "This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.",
            "special_abilities": [
              {
                "name": "Death Roll",
                "type": "Extraordinary",
                "description": "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."
              },
              {
                "name": "Hold Breath",
                "type": "Extraordinary",
                "description": "A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning."
              },
              {
                "name": "Sprint",
                "type": "Extraordinary",
                "description": "Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round."
              }
            ],
            "ecology": "A crocodile is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water's edge to drink.\n\nThe typical crocodile is 14 feet long and weighs 1,400 pounds, but larger species exist. You can use these statistics for similar creatures, such as alligators.",
            "source": "Bestiary"
          },
          {
            "name": "Crocodile, Dire",
            "creature_type": "Animal",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+4",
            "senses": "low-light vision; Perception +14",
            "ac": "21, touch 6, flat-footed 21 (+15 natural, -4 size)",
            "hp": "138 (12d8+84)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+8",
              "will": "+8"
            },
            "speed": "20 ft., swim 30 ft.; sprint",
            "melee": "bite +18 (3d6+13/19-20 plus grab) and tail slap +13 (4d8+6)",
            "special_attacks": "death roll (3d6+19 plus trip), swallow whole (3d6+13, AC 16, 13 hp)",
            "space": "20 ft.",
            "reach": "15 ft.",
            "special_qualities": "hold breath",
            "racial_modifiers": "+8 Stealth in water",
            "ability_scores": {
              "str": 37,
              "dex": 10,
              "con": 25,
              "int": 1,
              "wis": 14,
              "cha": 2
            },
            "base_attack": "+9",
            "cmb": "+26 (+30 grapple)",
            "cmd": "36 (40 vs. trip)",
            "feats": "Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, Stealth)",
            "skills": "Perception +14, Stealth +0 (+8 in water), Swim +21",
            "environment": "warm rivers and marshes",
            "organization": "solitary, pair, or colony (3-6)",
            "treasure": "none",
            "description": "This reptilian behemoth, a crocodile of monstrous proportions, is large enough to swallow a horse in one tremendous bite.",
            "ecology": "The immense sarcosuchus, or dire crocodile, is an enormous predator capable of catching and eating prey as large as the largest dinosaurs.",
            "source": "Bestiary"
          },
          {
            "name": "Cyclops",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "5",
            "xp": "1,600",
            "alignment": "NE",
            "size": "Large",
            "init": "-1",
            "senses": "low-light vision; Perception +11",
            "languages": "Common, Cyclops, Giant",
            "ac": "19, touch 8, flat-footed 19 (+4 armor, -1 Dex, +7 natural, -1 size)",
            "hp": "65 (10d8+20)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+2",
              "will": "+4"
            },
            "defensive_abilities": "ferocity",
            "speed": "30 ft.",
            "melee": "greataxe +11/+6 (3d6+7/×3)",
            "ranged": "heavy crossbow +5 (2d8/19-20)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "special_qualities": "flash of insight",
            "racial_modifiers": "+8 Perception",
            "ability_scores": {
              "str": 21,
              "dex": 8,
              "con": 15,
              "int": 10,
              "wis": 13,
              "cha": 8
            },
            "base_attack": "+7",
            "cmb": "+13",
            "cmd": "22",
            "feats": "Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack",
            "skills": "Intimidate +9, Perception +11, Profession (soothsayer) +10, Sense Motive +5, Survival +6",
            "environment": "any temperate or tropical",
            "organization": "solitary or conclave (2-6) or tribe (7-18)",
            "treasure": "standard (hide armor, Large greataxe, Large heavy crossbow, other treasure)",
            "description": "A single huge eye stares from the forehead of this nine-foot-tall giant. Below this sole orb, an even larger mouth gapes like a cave.",
            "special_abilities": [
              {
                "name": "Flash of Insight",
                "type": "Supernatural",
                "description": "Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others."
              }
            ],
            "ecology": "Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals. This latter task occupies a great deal of their focus, for the monstrous appetites and vacuous hunger of the cyclopes control the race's destiny and may have led to their original downfall so long ago.\n\nThe average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops's massive eye to make the creature's attitude easily known.\n\nCyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human.\n\nAncient records, the oral traditions of other giantish races, and the scattered accounts of tribal natives of the southern jungles speak of much larger, more primal \"great cyclopes,\" imposing titans with shaggy legs and a massive horn above an inquisitive eye. These creatures are thought to have been either the leaders or the war beasts of the ancient race, and modern cyclopes honor them as elusive, destructive living gods.",
            "source": "Bestiary"
          },
          {
            "name": "Dark Creeper",
            "creature_type": "Humanoid",
            "creature_subtype": "dark folk",
            "cr": "2",
            "xp": "600",
            "alignment": "CN",
            "size": "Small",
            "init": "+3",
            "senses": "see in darkness; Perception +4",
            "languages": "Dark Folk",
            "ac": "16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+6",
              "will": "+1"
            },
            "weaknesses": "light blindness",
            "speed": "30 ft.",
            "melee": "dagger +6 (1d3/19-20 plus poison)",
            "special_attacks": "death throes, sneak attack (+1d6)",
            "special_qualities": "poison use, rag armor",
            "racial_modifiers": "+4 Climb, +4 Perception, +4 Stealth",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 3rd)\nAt will—_darkness, detect magic_"
              }
            ],
            "ability_scores": {
              "str": 11,
              "dex": 17,
              "con": 14,
              "int": 9,
              "wis": 10,
              "cha": 8
            },
            "base_attack": "+2",
            "cmb": "+1",
            "cmd": "14",
            "feats": "Skill Focus (Sleight of Hand), Weapon Finesse",
            "skills": "Climb +8, Perception +4, Sleight of Hand +7, Stealth +12",
            "environment": "any underground",
            "organization": "solitary, pair, gang (3-6), or clan (20-80 plus 1 dark stalker per 20 dark creepers)",
            "treasure": "standard (dagger, black poison [3 doses], other gear)",
            "description": "Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.",
            "special_abilities": [
              {
                "name": "Death Throes",
                "type": "Supernatural",
                "description": "When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based."
              },
              {
                "name": "Poison Use",
                "type": "Extraordinary",
                "description": "Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear.",
                "affliction": {
                  "name": "Black Smear, Dark Creeper",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Strength",
                  "save": "Fortitude DC 15",
                  "cure": "1 save"
                }
              },
              {
                "name": "Rag Armor",
                "type": "Extraordinary",
                "description": "A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind."
              },
              {
                "name": "See in Darkness",
                "type": "Supernatural",
                "description": "A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness."
              }
            ],
            "ecology": "Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.\n\nDark creepers stand just under 4 feet tall and weigh 80 pounds. Their flesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged.\n\nFor all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. Invariably, several dark stalkers serve as leaders to dark creeper tribes, with all of the tribe's heavy work and labor falling on the diminutive shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in the servitude of a dark stalker is a life fulfilled.",
            "source": "Bestiary"
          },
          {
            "name": "Dark Stalker",
            "creature_type": "Humanoid",
            "creature_subtype": "dark folk",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CN",
            "size": "Medium",
            "init": "+4",
            "senses": "see in darkness; Perception +8",
            "languages": "Dark Folk, Undercommon",
            "ac": "18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)",
            "hp": "39 (6d8+12)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+9",
              "will": "+2"
            },
            "weaknesses": "light blindness",
            "speed": "30 ft.",
            "melee": "2 short swords +6/+6 (1d6+2 plus poison/19-20)",
            "special_attacks": "death throes, sneak attack (+3d6)",
            "special_qualities": "poison use",
            "racial_modifiers": "+4 Climb, +4 Perception, +4 Stealth",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nAt will—_deeper darkness, detect magic, fog cloud_"
              }
            ],
            "ability_scores": {
              "str": 14,
              "dex": 18,
              "con": 14,
              "int": 9,
              "wis": 11,
              "cha": 13
            },
            "base_attack": "+4",
            "cmb": "+6",
            "cmd": "20",
            "feats": "Double Slice, Two-Weapon Fighting, Weapon Finesse",
            "skills": "Climb +10, Perception +8, Sleight of Hand +5, Stealth +8",
            "environment": "any underground",
            "organization": "solitary, gang (1 dark stalker and 2-5 dark creepers), or clan (20-80 dark creepers plus 1 dark stalker per 20 dark creepers)",
            "treasure": "NPC gear (leather armor, short swords [2], black smear [6], other treasure)",
            "description": "This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face.",
            "special_abilities": [
              {
                "name": "Death Throes",
                "type": "Supernatural",
                "description": "When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A dark stalker's gear and treasure are unaffected by this explosion. This save is Constitution-based."
              },
              {
                "name": "Poison Use",
                "type": "Extraordinary",
                "description": "Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black poison on their weapons and generally carry six doses on them. The poison DC is Constitution-based.",
                "affliction": {
                  "name": "Black Smear, Dark Stalker",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Strength",
                  "save": "Fortitude DC 15",
                  "cure": "1 save"
                }
              },
              {
                "name": "See in Darkness",
                "type": "Supernatural",
                "description": "A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness."
              }
            ],
            "ecology": "The strange and mysterious dark stalkers are the undisputed leaders of dark folk society. Deep underground, these creatures dwell in strange villages (some rumors suggest entire cities) built of stone and fungus in remote caverns where they are served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment.\n\nDark stalkers are tall, frail humanoids with incredibly pale skin. They constantly wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark stalker's garb is always clean and spotless. Each dark stalker carries a pair of short swords—they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds.\n\nIn a fight, dark stalkers are not above sacrificing lesser creatures, including dark creepers, to win the day or cover their retreat if things go poorly. They hate well-lit areas and always prefer to fight under the cover of deeper darkness. Dark stalkers rarely fight to the death if it can be avoided, preferring to slip away if things begin to look grim.\n\nThe origins of the dark stalkers and the dark creepers are shrouded in mystery, made more difficult to decipher by the fact that the dark stalkers do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity, their eerie powers and spell-like abilities the result of generation upon generation of devotion to profane and sinister magic. Alas, the truth of the race's history may never be known.",
            "source": "Bestiary"
          },
          {
            "name": "Darkmantle",
            "creature_type": "Magical Beast",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4",
            "ac": "15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)",
            "hp": "15 (2d10+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+3",
              "will": "+0"
            },
            "speed": "20 ft., fly 30 ft. (poor)",
            "melee": "slam +3 (1d4 plus grab)",
            "special_attacks": "constrict (1d4+4), grab (any size)",
            "racial_modifiers": "+4 Perception, +4 Stealth",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 5th)\n1/day—_darkness_"
              }
            ],
            "ability_scores": {
              "str": 11,
              "dex": 15,
              "con": 14,
              "int": 2,
              "wis": 11,
              "cha": 10
            },
            "base_attack": "+2",
            "cmb": "+1 (+5 grapple)",
            "cmd": "13 (can't be tripped)",
            "feats": "Improved Initiative",
            "skills": "Fly +5, Perception +4, Stealth +10",
            "environment": "any underground",
            "organization": "solitary, pair, or clutch (3-12)",
            "treasure": "none",
            "description": "As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web.",
            "ecology": "A darkmantle's tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures' heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.\n\nThe darkmantle isn't a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its \"prey\" leaves it alone). The darkmantle's inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.\n\nDarkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there's a ceiling to cling to is a possible den for a darkmantle.\n\nA darkmantle's life cycle is swift—young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern's ecosystem can have a significant effect on a group of darkmantles' appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Babau",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft., see invisibility; Perception +19",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "19, touch 11, flat-footed 18 (+1 Dex, +8 natural)",
            "hp": "73 (7d10+35)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+6",
              "will": "+5"
            },
            "defensive_abilities": "protective slime",
            "dr": "10/cold iron or good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "sr": "17",
            "speed": "30 ft.",
            "melee": "2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7/x3), bite +7 (1d6+2)",
            "special_attacks": "sneak attack +2d6",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with longspear)",
            "racial_modifiers": "+8 Perception, +8 Stealth",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 7th)\nConstant—_see invisibility_\nAt will—_darkness, dispel magic, greater teleport_ (self plus 50 lbs. of objects only)\n1/day—summon (level 3, 1 babau at 40%)"
              }
            ],
            "ability_scores": {
              "str": 21,
              "dex": 13,
              "con": 20,
              "int": 14,
              "wis": 13,
              "cha": 16
            },
            "base_attack": "+7",
            "cmb": "+12",
            "cmd": "23",
            "feats": "Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)",
            "skills": "Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "standard (longspear, other treasure)",
            "description": "This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.",
            "special_abilities": [
              {
                "name": "Protective Slime",
                "type": "Supernatural",
                "description": "A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage."
              }
            ],
            "ecology": "The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau's penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.\n\nA babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.\n\nA babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers—those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Balor",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "20",
            "xp": "307,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+11",
            "senses": "darkvision 60 ft., low-light vision, true seeing; Perception +38",
            "aura": "flaming body, unholy aura (DC 26)",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 natural, -1 size)",
            "hp": "370 (20d10+260)",
            "saving_throws": {
              "fort": "+29",
              "ref": "+17",
              "will": "+25"
            },
            "dr": "15/cold iron and good",
            "resist": "acid 10, cold 10",
            "immune": "electricity, fire, poison",
            "sr": "31",
            "speed": "40 ft., fly 90 ft. (good)",
            "melee": "+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13), +1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 (1d10+12)",
            "special_qualities": "death throes, vorpal strike, whip mastery",
            "space": "10 ft.",
            "reach": "10 ft. (20 ft. with whip)",
            "racial_modifiers": "+8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 20th)\nConstant—_true seeing_, _unholy aura_ (DC 26)\nAt will—_dominate monster_ (DC 27), _greater dispel magic, greater teleport_ (self plus 50 lbs. of objects only), _power word stun, telekinesis_ (DC 23)\n3/day—quickened _telekinesis_ (DC 23)\n1/day—_blasphemy_ (DC 25), _fire storm_ (DC 26), _implosion_ (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)"
              }
            ],
            "ability_scores": {
              "str": 35,
              "dex": 25,
              "con": 36,
              "int": 24,
              "wis": 24,
              "cha": 27
            },
            "base_attack": "+20",
            "cmb": "+33",
            "cmd": "54",
            "feats": "Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)",
            "skills": "Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +26, Use Magic Device +31",
            "environment": "any (Abyss)",
            "organization": "solitary or warband (1 balor and 2-5 glabrezus)",
            "treasure": "standard (+1 unholy longsword, +1 flaming whip, other treasure)",
            "description": "When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim.",
            "special_abilities": [
              {
                "name": "Death Throes",
                "type": "Supernatural",
                "description": "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."
              },
              {
                "name": "Entangle",
                "type": "Extraordinary",
                "description": "If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not."
              },
              {
                "name": "Flaming Body",
                "type": "Supernatural",
                "description": "A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists."
              },
              {
                "name": "Vorpal Strike",
                "type": "Supernatural",
                "description": "Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any."
              },
              {
                "name": "Whip Mastery",
                "type": "Extraordinary",
                "description": "A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor."
              }
            ],
            "ecology": "When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality.\n\nOn the Abyss, most balors serve demon lords as generals or captains (those balors who don't are even more potent, and are known as balor lords). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist.\n\nIn combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee—with the use of a quickened telekinesis, a balor can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.\n\nA balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor—unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Dretch",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Small",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)",
            "ac": "14, touch 11, flat-footed 14 (+3 natural, +1 size)",
            "hp": "18 (2d10+7)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+0",
              "will": "+3"
            },
            "dr": "5/cold iron or good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "speed": "20 ft.",
            "melee": "2 claws +4 (1d4+1), bite +4 (1d4+1)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 2nd)\n1/day—_cause fear_ (DC 11), _stinking cloud_ (DC 13), summon (level 1, 1 dretch 35%)"
              }
            ],
            "ability_scores": {
              "str": 12,
              "dex": 10,
              "con": 14,
              "int": 5,
              "wis": 11,
              "cha": 11
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "12",
            "feats": "Toughness",
            "skills": "Escape Artist +5, Perception +5, Stealth +9",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, gang (3-5), crowd (6-12), or mob (13+)",
            "treasure": "none",
            "description": "This creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.",
            "ecology": "Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch's existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.\n\nThe dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.\n\nUnlike most demons, a dretch's slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.\n\nA dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals—yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Glabrezu",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "13",
            "xp": "25,600",
            "alignment": "CE",
            "size": "Huge",
            "init": "+0",
            "senses": "darkvision 60 ft., true seeing; Perception +26",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "28, touch 8, flat-footed 28 (+20 natural, -2 size)",
            "hp": "186 (12d10+120)",
            "saving_throws": {
              "fort": "+18",
              "ref": "+4",
              "will": "+11"
            },
            "dr": "10/good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "sr": "24",
            "speed": "40 ft.",
            "melee": "2 pincers +20 (2d8+10/19-20), 2 claws +20 (1d6+10), bite +20 (1d8+10)",
            "special_attacks": "rend (2 pincers, 2d8+15)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "racial_modifiers": "+8 Bluff, +8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 14th)\nConstant—_true seeing_\nAt will—_chaos hammer_ (DC 19), _confusion_ (DC 19), _dispel magic, mirror image, reverse gravity_ (DC 22), _greater teleport_ (self plus 50 lbs. of objects only), _veil_ (self only), _unholy blight_\n1/day—_power word stun_, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)\n1/month—_wish_ (granted to a mortal humanoid only)"
              }
            ],
            "ability_scores": {
              "str": 31,
              "dex": 11,
              "con": 31,
              "int": 16,
              "wis": 16,
              "cha": 20
            },
            "base_attack": "+12",
            "cmb": "+24",
            "cmd": "34",
            "feats": "Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike",
            "skills": "Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (history) +18, Knowledge (local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17",
            "environment": "any (Abyss)",
            "organization": "solitary or troop (1 glabrezu, 1 succubus, and 2-5 vrocks)",
            "treasure": "standard",
            "description": "Four arms grace the torso of this towering monstrosity. The monster's eyes shine with a mix of intelligence and cruelty.",
            "ecology": "Whereas the succubus is a demon that works her wiles by exploiting the physical lusts and needs of her prey, the glabrezu is a tempter of a different sort. Ferocious and bestial in form, the glabrezu is in fact a master of trickery and lies. With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher's need in the most destructive way possible—although such methods might not be immediately apparent. A struggling weaponsmith might wish for fame and skill at his craft, only to find that his best patron is a cruel and sadistic murderer who uses the weapons to further his destructive desires. A lonely man who wishes for a companion might have his wish granted in the form of a lost love returned to \"life\" as a vampire, and so on—the glabrezu is nothing if not creative in addressing a mortal's desires.\n\nA glabrezu stands 18 feet tall and weighs just over 6,000 pounds. These treacherous demons form from the souls of the treasonous, the false, and the subversive—souls of mortals who, in life, bore false witness or used treachery and deceit to ruin the lives of others.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Hezrou",
            "creature_type": "Outsider",
            "creature_subtype": "aquatic, chaotic, demon, evil, extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "CE",
            "size": "Large",
            "init": "+4",
            "senses": "darkvision 60 ft.; Perception +23",
            "aura": "stench (DC 24, 10 rounds)",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "25, touch 9, flat-footed 25 (+16 natural, -1 size)",
            "hp": "145 (10d10+90)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+3",
              "will": "+9"
            },
            "special_qualities": "amphibious",
            "dr": "10/good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "sr": "22",
            "speed": "30 ft., swim 30 ft.",
            "melee": "bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)",
            "special_attacks": "nausea",
            "space": "10 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 13th)\nAt will—_chaos hammer_ (DC 18), _greater teleport_ (self plus 50 lbs. of objects only), _unholy blight_ (DC 18)\n3/day—_gaseous form_\n1/day—_blasphemy_ (DC 21), summon (level 4, 1 hezrou 35%)"
              }
            ],
            "ability_scores": {
              "str": 27,
              "dex": 11,
              "con": 29,
              "int": 14,
              "wis": 14,
              "cha": 18
            },
            "base_attack": "+10",
            "cmb": "+19 (+23 grapple)",
            "cmd": "29",
            "feats": "Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack",
            "skills": "Climb +21, Escape Artist +10, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29",
            "environment": "any swamp (Abyss)",
            "organization": "solitary or gang (2-4)",
            "treasure": "standard",
            "description": "This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.",
            "special_abilities": [
              {
                "name": "Nausea",
                "type": "Extraordinary",
                "description": "The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based."
              }
            ],
            "ecology": "The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste—signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrou's proximity.\n\nAlthough quite intelligent, a hezrou can fairly be said to waste its intellect. They prefer the simple pleasures—slumber, the thrill of torture, the bliss of feasting on a living meal, or the joy of feeling something beautiful breaking and crumbling in a clenched fist. They do not often seek to build empires or lead cults—although few hezrous would turn away prospective minions who came to serve the demon on their own.\n\nThese monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, and alchemists who cared not how their experiments polluted the environment.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Marilith",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "17",
            "xp": "102,400",
            "alignment": "CE",
            "size": "Large",
            "init": "+4",
            "senses": "darkvision 60 ft., true seeing; Perception +31",
            "aura": "unholy aura (DC 25)",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)",
            "hp": "264 (16d10+176)",
            "saving_throws": {
              "fort": "+25",
              "ref": "+18",
              "will": "+13"
            },
            "dr": "10/cold iron and good",
            "immune": "electricity and poison",
            "sr": "28",
            "speed": "40 ft.",
            "melee": "+1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +19 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +19 (2d6+3 plus grab)",
            "special_attacks": "constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery",
            "space": "10 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 16th)\nConstant—_true seeing_, _unholy aura_ (DC 25)\nAt will—_greater teleport_ (self plus 50 lbs. of objects only), _project image_ (DC 24), _telekinesis_ (DC 22)\n3/day—_blade barrier_ (DC 23), _fly_\n1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)"
              }
            ],
            "ability_scores": {
              "str": 25,
              "dex": 19,
              "con": 32,
              "int": 18,
              "wis": 18,
              "cha": 25
            },
            "base_attack": "+16",
            "cmb": "+24 (+28 grapple)",
            "cmd": "42 (can't be tripped)",
            "feats": "Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)",
            "skills": "Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)",
            "treasure": "double (6 mwk longswords, other treasure)",
            "description": "This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.",
            "special_abilities": [
              {
                "name": "Crushing Coils",
                "type": "Extraordinary",
                "description": "A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based."
              },
              {
                "name": "Infuse Weapon",
                "type": "Supernatural",
                "description": "Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition)."
              },
              {
                "name": "Multiweapon Mastery",
                "type": "Extraordinary",
                "description": "A marilith never takes penalties to her attack roll when fighting with multiple weapons."
              }
            ],
            "ecology": "The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions.\n\nA marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Nabasu",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, native",
            "cr": "8",
            "xp": "4,800",
            "alignment": "CE",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +23",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)",
            "hp": "103 (9d10+54)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+9",
              "will": "+9"
            },
            "resist": "acid 10, cold 10, fire 10",
            "immune": "death effects, electricity, paralysis, poison",
            "sr": "19",
            "speed": "30 ft., fly 60 ft. (average)",
            "melee": "2 claws +15 (1d6+6), bite +15 (1d8+6)",
            "special_attacks": "consume life, death-stealing gaze, sneak attack +2d6",
            "racial_modifiers": "+8 Perception, +8 Stealth in shadowy areas",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 8th)\nAt will—_deeper darkness, greater teleport_ (self plus 50 lbs. of objects only), _telekinesis_ (DC 19)\n3/day—_enervation_, _silence_ (DC 16), _vampiric touch_\n1/day—_mass hold person_ (DC 21), _regenerate_, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)"
              }
            ],
            "ability_scores": {
              "str": 22,
              "dex": 17,
              "con": 22,
              "int": 15,
              "wis": 16,
              "cha": 19
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "29",
            "feats": "Cleave, Combat Expertise, Dodge, Improved Initiative, Power Attack",
            "skills": "Acrobatics +15, Fly +15, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth +15 (+23 in shadowy conditions), Survival +15",
            "environment": "any (Abyss)",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This lanky fiend's mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide.",
            "special_abilities": [
              {
                "name": "Consume Life",
                "type": "Supernatural",
                "description": "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."
              },
              {
                "name": "Death-Stealing Gaze",
                "type": "Supernatural",
                "description": "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."
              }
            ],
            "ecology": "Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu's lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Nalfeshnee",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "14",
            "xp": "38,400",
            "alignment": "CE",
            "size": "Huge",
            "init": "+5",
            "senses": "darkvision 60 ft., true seeing; Perception +31",
            "aura": "unholy aura (DC 23)",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "ac": "29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, -2 size)",
            "hp": "203 (14d10+126)",
            "saving_throws": {
              "fort": "+22",
              "ref": "+9",
              "will": "+21"
            },
            "dr": "10/good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "sr": "25",
            "speed": "30 ft., fly 40 ft. (poor)",
            "melee": "bite +23 (3d8+11/19-20), 2 claws +23 (2d6+11)",
            "special_attacks": "unholy nimbus",
            "space": "15 ft.",
            "reach": "15 ft.",
            "racial_modifiers": "+8 on Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nConstant—_true seeing_, _unholy aura_ (DC 23)\nAt will—_call lightning_ (DC 18), _feeblemind_ (DC 20), _greater dispel magic, slow_ (DC 18), _greater teleport_ (self plus 50 lbs. of objects only)\n1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)"
              }
            ],
            "ability_scores": {
              "str": 32,
              "dex": 13,
              "con": 29,
              "int": 23,
              "wis": 22,
              "cha": 20
            },
            "base_attack": "+14",
            "cmb": "+27",
            "cmd": "42",
            "feats": "Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack",
            "skills": "Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22",
            "environment": "any (Abyss)",
            "organization": "solitary or warband (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)",
            "treasure": "standard",
            "description": "A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.",
            "special_abilities": [
              {
                "name": "Unholy Nimbus",
                "type": "Supernatural",
                "description": "Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based."
              }
            ],
            "ecology": "Few demons understand the inner workings of the Abyss like the nalfeshnee, and it is not unusual to see a nalfeshnee seeming to serve the Abyss itself rather than a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane's secret reaches. Often, a nalfeshnee's realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss. Mortal summoners often seek them out for their unparalleled yet mad intellects, ever taking care to comb through bargains with such demons for hidden and unwanted consequences, for there is little a nalfeshnee will agree to do that does not, in some sinister way, advance the needs and desires of the Abyss.\n\nNalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the souls of greedy or avaricious evil mortals, particularly those who ruled over empires of slavery, theft, banditry, and more violent vices.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Quasit",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Tiny",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Abyssal, Common; telepathy (touch)",
            "ac": "16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)",
            "hp": "16 (3d10); fast healing 2",
            "saving_throws": {
              "fort": "+1",
              "ref": "+5",
              "will": "+4"
            },
            "dr": "5/cold iron or good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "speed": "20 ft., fly 50 ft. (perfect)",
            "melee": "2 claws +7 (1d3-1 plus poison), bite +7 (1d4-1)",
            "space": "2-1/2 ft.",
            "reach": "0 ft.",
            "special_qualities": "change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nAt will—_detect good, detect magic, invisibility_ (self only)\n1/day—_cause fear_ (30-foot radius, DC 11)\n1/week—_commune_ (six questions)"
              }
            ],
            "ability_scores": {
              "str": 8,
              "dex": 14,
              "con": 11,
              "int": 11,
              "wis": 12,
              "cha": 11
            },
            "base_attack": "+3",
            "cmb": "+0",
            "cmd": "12",
            "feats": "Improved Initiative, Weapon Finesse",
            "skills": "Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Stealth +16",
            "environment": "any (Abyss)",
            "organization": "solitary or flock (2-12)",
            "treasure": "standard",
            "description": "Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Claw—injury; save Fortitude DC 13 (includes a +2 racial bonus); frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.",
                "affliction": {
                  "name": "Quasit Poison",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Dexterity",
                  "save": "Fortitude DC 13",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "The quasit is perhaps the least powerful demon, yet it is not the least respected—even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quasits wrong. A quasit's first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous.\n\nA typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls—when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster's soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters' wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords' souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master's life, or even better, an error that might let the quasit turn against its master.\n\nWhen a quasit's master dies, the quasit can attempt to follow the master's soul into the Great Beyond by making a DC 15 Will save. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master's soul in the quasit's possession as a writhing larvae rather than using the evil master's soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative \"promotion\" to a more powerful form of life in the process.\n\nRarely, a quasit elects to ignore its master's death and instead remains on the Material Plane to seek other ways to entertain itself—usually settling in an urban area where there are plenty of folk to torment.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Shadow",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar, incorporeal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +20",
            "languages": "Abyssal, Common; telepathy 100 ft.",
            "ac": "18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)",
            "hp": "59 (7d10+21)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+11",
              "will": "+7"
            },
            "defensive_abilities": "incorporeal",
            "weaknesses": "sunlight powerlessness",
            "dr": "10/cold iron or good",
            "resist": "acid 10, fire 10",
            "immune": "cold, electricity, poison",
            "sr": "17",
            "speed": "fly 40 ft. (perfect)",
            "melee": "2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)",
            "special_attacks": "pounce, sprint, shadow blend",
            "racial_modifiers": "+8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 10th)\nAt will—_deeper darkness, fear_ (DC 18), _greater teleport_ (self only), _telekinesis_ (DC 19)\n3/day—_shadow conjuration_ (DC 18), _shadow evocation_ (DC 19)\n1/day—_magic jar_ (DC 19), summon (level 3, 1 shadow demon 50%)"
              }
            ],
            "ability_scores": {
              "str": "-",
              "dex": 18,
              "con": 17,
              "int": 14,
              "wis": 14,
              "cha": 19
            },
            "base_attack": "+7",
            "cmb": "+11",
            "cmd": "25",
            "feats": "Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes",
            "skills": "Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or haunt (3-8)",
            "treasure": "standard",
            "description": "Only this shadowy bat-winged demon's teeth and claws have any sense of physicality to them—the rest is lost in darkness.",
            "special_abilities": [
              {
                "name": "Sprint",
                "type": "Extraordinary",
                "description": "Once per minute, a shadow demon increases its fly speed to 240 feet for 1 round."
              },
              {
                "name": "Shadow Blend",
                "type": "Supernatural",
                "description": "During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability."
              },
              {
                "name": "Sunlight Powerlessness",
                "type": "Extraordinary",
                "description": "A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically."
              }
            ],
            "ecology": "Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons.\n\nUnlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Succubus",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 60 ft., detect good; Perception +21",
            "languages": "Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.",
            "ac": "20, touch 13, flat-footed 17 (+3 Dex, +7 natural)",
            "hp": "84 (8d10+40)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+9",
              "will": "+10"
            },
            "special_qualities": "change shape (alter self, Small or Medium humanoid)",
            "dr": "10/cold iron or good",
            "resist": "acid 10, cold 10",
            "immune": "electricity, fire, poison",
            "sr": "18",
            "speed": "30 ft., fly 50 ft. (average)",
            "melee": "2 claws +11 (1d6+1)",
            "special_attacks": "energy drain, profane gift",
            "racial_modifiers": "+8 Bluff, +8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nConstant—_detect good, tongues_\nAt will—_charm monster_ (DC 22), _detect thoughts_ (DC 20), _ethereal jaunt_ (self plus 50 lbs. of objects only), _suggestion_ (DC 21), _greater teleport_ (self plus 50 lbs. of objects only), _vampiric touch_\n1/day—_dominate person_ (DC 23), summon (level 3, 1 babau 50%)"
              }
            ],
            "ability_scores": {
              "str": 13,
              "dex": 17,
              "con": 20,
              "int": 18,
              "wis": 14,
              "cha": 27
            },
            "base_attack": "+8",
            "cmb": "+11",
            "cmd": "22",
            "feats": "Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse",
            "skills": "Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or harem (3-12)",
            "treasure": "double",
            "description": "Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.",
            "special_abilities": [
              {
                "name": "Energy Drain",
                "type": "Supernatural",
                "description": "A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based."
              },
              {
                "name": "Profane Gift",
                "type": "Supernatural",
                "description": "Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save)."
              }
            ],
            "ecology": "Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.",
            "source": "Bestiary"
          },
          {
            "name": "Demon, Vrock",
            "creature_type": "Outsider",
            "creature_subtype": "chaotic, demon, evil, extraplanar",
            "cr": "9",
            "xp": "6,400",
            "alignment": "CE",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +23",
            "languages": "Abyssal, Celestial, Common; telepathy 100 ft.",
            "ac": "22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)",
            "hp": "112 (9d10+63)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+10",
              "will": "+6"
            },
            "dr": "10/good",
            "resist": "acid 10, cold 10, fire 10",
            "immune": "electricity, poison",
            "sr": "20",
            "speed": "30 ft., fly 50 ft. (average)",
            "melee": "2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 (1d6+5)",
            "special_attacks": "dance of ruin, spores, stunning screech",
            "space": "10 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+8 Perception",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nAt will—_greater teleport_ (self plus 50 lbs. of objects only), _telekinesis_ (DC 18)\n1/day—_heroism_, _mirror image_, summon (level 3, 1 vrock 35%)"
              }
            ],
            "ability_scores": {
              "str": 21,
              "dex": 15,
              "con": 25,
              "int": 14,
              "wis": 16,
              "cha": 16
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "27",
            "feats": "Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack",
            "skills": "Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival +15",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or gang (3-10)",
            "treasure": "standard",
            "description": "A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.",
            "special_abilities": [
              {
                "name": "Dance of Ruin",
                "type": "Supernatural",
                "description": "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."
              },
              {
                "name": "Spores",
                "type": "Extraordinary",
                "description": "A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease."
              },
              {
                "name": "Stunning Screech",
                "type": "Supernatural",
                "description": "Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based."
              }
            ],
            "ecology": "Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk.\n\nA typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.",
            "source": "Bestiary"
          },
          {
            "name": "Derro",
            "creature_type": "Humanoid",
            "creature_subtype": "derro",
            "cr": "3",
            "xp": "800",
            "alignment": "CE",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +0",
            "languages": "Aklo, Undercommon",
            "ac": "17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)",
            "hp": "25 (3d8+12)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+3",
              "will": "+6"
            },
            "weaknesses": "vulnerability to sunlight",
            "sr": "14",
            "speed": "20 ft.",
            "melee": "short sword +5 (1d4) or aklys +5 (1d6)",
            "ranged": "repeating light crossbow +5 (1d6/19-20 plus poison) or aklys +5 (1d6)",
            "special_attacks": "sneak attack +1d6",
            "special_qualities": "madness, poison use",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 3rd)\nAt will—_darkness, ghost sound_ (DC 13)\n1/day—_daze_ (DC 13), _sound burst_ (DC 15)"
              }
            ],
            "ability_scores": {
              "str": 11,
              "dex": 15,
              "con": 18,
              "int": 10,
              "wis": 5,
              "cha": 16
            },
            "base_attack": "+2",
            "cmb": "+1",
            "cmd": "13",
            "feats": "Improved Initiative, Weapon Finesse",
            "skills": "Perception +0, Stealth +9",
            "environment": "any underground",
            "organization": "solitary, team (2-4), squad (5-8 plus 1 sorcerer of 3rd-5th level), or band (11-20 plus 30% noncombatants plus 3 sorcerers of 3rd-8th level)",
            "treasure": "NPC Gear (leather armor, short sword or aklys, repeating light crossbow with 10 poisoned bolts, other treasure)",
            "description": "This pale blue humanoid has bulging white eyes, wild hair, four-fingered hands, and a large hooked club.",
            "special_abilities": [
              {
                "name": "Madness",
                "type": "Extraordinary",
                "description": "Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma."
              },
              {
                "name": "Poison Use",
                "type": "Extraordinary",
                "description": "Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times."
              },
              {
                "name": "Vulnerability to Sunlight",
                "type": "Extraordinary",
                "description": "A derro takes 1 point of Con damage after every hour it is exposed to sunlight."
              }
            ],
            "ecology": "Though derros dwell deep under most of the surface world's cities, very few know of the sadistic creatures' existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their never-ending quest to divine what protects those who dwell above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal, to live the rest of their lives in vague fear of a nightmare they can't quite recall.\n\nA typical derro fights with a short sword or a repeating light crossbow with plenty of poison bolts. Some derros also carry an aklys—a hooked throwing club attached to a 20-foot-long cord. This cord limits the club's range, but allows the derro to retrieve it as a move-equivalent action after it has been thrown.\n\nDerro leaders are typically sorcerers of at least 3rd level, although they also make excellent rogues. Many derros wield strange and unusual weapons like hooked polearms, eerie whistling aklyses, long hollow spears that can be filled with toxins, or crystalline throwing wedges that shatter on impact to create horrific bleeding wounds.\n\nA derro stands 3 feet tall and weighs 70 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Barbed",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "11",
            "xp": "12,800",
            "alignment": "LE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft., see in darkness; Perception +21",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "26, touch 16, flat-footed 20 (+6 Dex, +10 natural)",
            "hp": "138 (12d10+72)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+14",
              "will": "+8"
            },
            "defensive_abilities": "barbed defense",
            "dr": "10/good",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "sr": "22",
            "speed": "30 ft.",
            "melee": "2 claws +18 (2d8+6/19-20 plus fear and grab)",
            "special_attacks": "fear, impale 3d8+9",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nAt will—_greater teleport_ (self plus 50 lbs. of objects only), _hold person_ (DC 17), _major image_ (DC 17), _produce flame, pyrotechnics_ (DC 16), _scorching ray_ (2 rays only)\n1/day—_order's wrath_ (DC 18), summon (level 4, 1 barbed devil 35%), _unholy blight_ (DC 18)"
              }
            ],
            "ability_scores": {
              "str": 23,
              "dex": 23,
              "con": 22,
              "int": 12,
              "wis": 15,
              "cha": 18
            },
            "base_attack": "+12",
            "cmb": "+18 (+22 grapple)",
            "cmd": "34",
            "feats": "Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack",
            "skills": "Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14",
            "environment": "any (Hell)",
            "organization": "solitary, pair, team (3-5), or squad (6-11)",
            "treasure": "standard",
            "description": "From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.",
            "special_abilities": [
              {
                "name": "Barbed Defense",
                "type": "Supernatural",
                "description": "A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way."
              },
              {
                "name": "Fear",
                "type": "Supernatural",
                "description": "A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based."
              },
              {
                "name": "Grab",
                "type": "Extraordinary",
                "description": "A barbed devil can use its grab attack against a foe of up to Medium size."
              },
              {
                "name": "Impale",
                "type": "Extraordinary",
                "description": "A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check."
              }
            ],
            "ecology": "Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils—known as hamatulas to diabolists—enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle.\n\nHamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell's vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Bearded",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "5",
            "xp": "1,600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft., see in darkness; Perception +10",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "19, touch 12, flat-footed 17 (+2 Dex, +7 natural)",
            "hp": "57 (6d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+7",
              "will": "+3"
            },
            "dr": "5/good or silver",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "sr": "16",
            "speed": "40 ft.",
            "melee": "glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)",
            "special_attacks": "beard",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with glaive)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nAt will—_greater teleport_ (self plus 50 lbs. of objects only)\n1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)"
              }
            ],
            "ability_scores": {
              "str": 19,
              "dex": 15,
              "con": 19,
              "int": 6,
              "wis": 12,
              "cha": 10
            },
            "base_attack": "+6",
            "cmb": "+10",
            "cmd": "22",
            "feats": "Improved Initiative, Power Attack, Weapon Focus (glaive)",
            "skills": "Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11",
            "environment": "any (Hell)",
            "organization": "solitary, pair, squad (3-10), or troop (10-40)",
            "treasure": "standard (glaive, other treasure)",
            "description": "This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.",
            "special_abilities": [
              {
                "name": "Beard",
                "type": "Extraordinary",
                "description": "If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.",
                "affliction": {
                  "name": "Devil Chills, Bearded Devil",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "1d4 days",
                  "frequency": "1/day",
                  "effect": "1d4 Strength damage",
                  "save": "Fortitude DC 17",
                  "cure": "3 consecutive saves"
                }
              },
              {
                "name": "Infernal Wound",
                "type": "Supernatural",
                "description": "The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon."
              }
            ],
            "ecology": "Elite warriors in Hell's legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell's third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.\n\nBarbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil's favored tactic), they drop their glaives and resort to their claws and hideous beards.\n\nAt attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Bone",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "9",
            "xp": "6,400",
            "alignment": "LE",
            "size": "Large",
            "init": "+9",
            "senses": "darkvision 60 ft., see in darkness; Perception +19",
            "aura": "fear aura (5 ft., DC 19, 1d6 rounds)",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size)",
            "hp": "105 (10d10+50)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+12",
              "will": "+7"
            },
            "dr": "10/good",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "sr": "20",
            "speed": "40 ft., fly 60 ft. (good)",
            "melee": "bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nConstant—_fly_\nAt will—_dimensional anchor, greater teleport_ (self plus 50 lbs. of objects only), _invisibility_ (self only), _major image_ (DC 17), _wall of ice_\n3/day—quickened _invisibility_ (self only)\n1/day—summon (level 4, 1 bone devil, 35%)"
              }
            ],
            "ability_scores": {
              "str": 21,
              "dex": 21,
              "con": 20,
              "int": 16,
              "wis": 15,
              "cha": 18
            },
            "base_attack": "+10",
            "cmb": "+16",
            "cmd": "31",
            "feats": "Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)",
            "skills": "Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or inquisition (3-10)",
            "treasure": "standard",
            "description": "Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Sting—injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.",
                "affliction": {
                  "name": "Bone Devil Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d3 Strength damage",
                  "save": "Fortitude DC 20",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.\n\nIn battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.\n\nOsyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Erinyes",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "8",
            "xp": "4,800",
            "alignment": "LE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft., see in darkness, true seeing; Perception +16",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)",
            "hp": "94 (9d10+45)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+12",
              "will": "+7"
            },
            "dr": "5/good",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "sr": "19",
            "speed": "30 ft., fly 50 ft. (good)",
            "melee": "+1 longsword +15/+10 (1d8+8/19-20)",
            "ranged": "+1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 12th)\nConstant—_true seeing_\nAt will—_fear_ (single target, DC 19), _greater teleport_ (self plus 50 lbs. of objects only), _minor image_ (DC 17), _unholy blight_ (DC 19)\n1/day—summon (level 3, 2 bearded devils, 50%)"
              }
            ],
            "ability_scores": {
              "str": 20,
              "dex": 23,
              "con": 21,
              "int": 14,
              "wis": 18,
              "cha": 21
            },
            "base_attack": "+9",
            "cmb": "+14",
            "cmd": "31",
            "feats": "Combat Reflexes, Dodge (bonus feat), Mobility (bonus feat), Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run",
            "skills": "Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15",
            "environment": "any (Hell)",
            "organization": "solitary or trio",
            "treasure": "triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)",
            "description": "Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.",
            "special_abilities": [
              {
                "name": "Entangle",
                "type": "Supernatural",
                "description": "Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based."
              }
            ],
            "ecology": "Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.\n\nErinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.\n\nMost erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black-feathered wings that stretch over 10 feet wide.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Horned",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "16",
            "xp": "76,800",
            "alignment": "LE",
            "size": "Large",
            "init": "+8",
            "senses": "darkvision 60 ft., see in darkness; Perception +24",
            "aura": "fear aura (5 ft., DC 23)",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "35, touch 17, flat-footed 27 (+8 Dex, +18 natural, -1 size)",
            "hp": "217 (15d10+135); regeneration 5 (good weapons, good spells)",
            "saving_throws": {
              "fort": "+18",
              "ref": "+17",
              "will": "+13"
            },
            "dr": "10/good and silver",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "sr": "27",
            "speed": "30 ft., fly 50 ft. (average)",
            "melee": "+1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 16th)\nAt will—_dispel chaos_ (DC 21), _dispel good_ (DC 21), _magic circle against good, greater teleport_ (self plus 50 lbs. of objects only), _persistent image_ (DC 21)\n3/day—_fireball_ (DC 19), _lightning bolt_ (DC 19)\n1/day—summon (level 6, 3 barbed devils, 35%)"
              }
            ],
            "ability_scores": {
              "str": 31,
              "dex": 27,
              "con": 28,
              "int": 14,
              "wis": 22,
              "cha": 23
            },
            "base_attack": "+15",
            "cmb": "+26",
            "cmd": "44",
            "feats": "Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)",
            "skills": "Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or wing (3-10)",
            "treasure": "standard (+1 unholy spiked chain, other treasure)",
            "description": "Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.",
            "special_abilities": [
              {
                "name": "Infernal Wound",
                "type": "Supernatural",
                "description": "The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects."
              },
              {
                "name": "Stun",
                "type": "Supernatural",
                "description": "Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based."
              }
            ],
            "ecology": "Among the deadliest of the archdevils' warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.\n\nA typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Ice",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "13",
            "xp": "25,600",
            "alignment": "LE",
            "size": "Large",
            "init": "+9",
            "senses": "darkvision 60 ft., see in darkness; Perception +27",
            "aura": "fear (10 ft., DC 22)",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "ac": "32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)",
            "hp": "161 (14d10+84); regeneration 5 (good weapons, good spells)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+14",
              "will": "+12"
            },
            "dr": "10/good",
            "resist": "acid 10",
            "immune": "fire, cold, poison",
            "sr": "24",
            "speed": "40 ft., fly 60 ft. (good)",
            "melee": "+1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 13th)\nConstant—_fly_\nAt will—_cone of cold_ (DC 20), _ice storm_, _greater teleport_ (self plus 50 lbs. of objects only), _persistent image_ (DC 20), _wall of ice_ (DC 19)\n1/day—summon (level 4, 2 bone devils, 50%)"
              }
            ],
            "ability_scores": {
              "str": 23,
              "dex": 21,
              "con": 22,
              "int": 25,
              "wis": 22,
              "cha": 20
            },
            "base_attack": "+14",
            "cmb": "+21",
            "cmd": "36",
            "feats": "Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)",
            "skills": "Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23",
            "environment": "any (Hell)",
            "organization": "solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils)",
            "treasure": "standard (+1 frost spear, other treasure)",
            "description": "A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.",
            "special_abilities": [
              {
                "name": "Slow",
                "type": "Supernatural",
                "description": "A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based."
              }
            ],
            "ecology": "It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.\n\nIn combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.\n\nGelugons stand at 12 feet tall, and weigh approximately 700 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Imp",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "2",
            "xp": "600",
            "alignment": "LE",
            "size": "Tiny",
            "init": "+3",
            "senses": "darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7",
            "languages": "Common, Infernal",
            "ac": "17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)",
            "hp": "16 (3d10); fast healing 2",
            "saving_throws": {
              "fort": "+1",
              "ref": "+6",
              "will": "+4"
            },
            "dr": "5/good or silver",
            "resist": "acid 10, cold 10",
            "immune": "fire, poison",
            "speed": "20 ft., fly 50 ft. (perfect)",
            "melee": "sting +8 (1d4 plus poison)",
            "space": "2-1/2 ft.",
            "reach": "0 ft.",
            "special_qualities": "change shape (boar, giant spider, rat, or raven, beast shape I)",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 6th)\nConstant—_detect good, detect magic_\nAt will—_invisibility_ (self only)\n1/day—_augury_, _suggestion_ (DC 15)\n1/week—_commune_ (6 questions, CL 12th)"
              }
            ],
            "ability_scores": {
              "str": 10,
              "dex": 17,
              "con": 10,
              "int": 13,
              "wis": 12,
              "cha": 14
            },
            "base_attack": "+3",
            "cmb": "+1",
            "cmd": "15",
            "feats": "Dodge, Weapon Finesse",
            "skills": "Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or flock (3-10)",
            "treasure": "standard",
            "description": "Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Extraordinary",
                "description": "Sting—injury; save Fortitude DC 13 (includes a +2 racial bonus); frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 1 save. The save DC is Constitution-based.",
                "affliction": {
                  "name": "Imp Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Dexterity",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.\n\nImps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.\n\nOne in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.\n\nUnlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.",
            "source": "Bestiary"
          },
          {
            "name": "Devil, Lemure",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "1",
            "xp": "400",
            "alignment": "LE",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft., see in darkness; Perception +0",
            "ac": "14, touch 10, flat-footed 14 (+4 natural)",
            "hp": "13 (2d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+0"
            },
            "dr": "5/good or silver",
            "resist": "acid 10, cold 10",
            "immune": "fire, mind-affecting effects, poison",
            "speed": "20 ft.",
            "melee": "2 claws +2 (1d4)",
            "ability_scores": {
              "str": 11,
              "dex": 10,
              "con": 12,
              "int": "-",
              "wis": 11,
              "cha": 5
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "12",
            "environment": "any (Hell)",
            "organization": "solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more)",
            "treasure": "none",
            "description": "A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.",
            "ecology": "The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.\n\nAlthough among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.",
            "source": "Bestiary"
          },
          {
            "name": "Devourer",
            "creature_type": "Undead",
            "creature_subtype": "extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "NE",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +20",
            "languages": "Abyssal, Celestial, Common, Infernal; telepathy 100 ft.",
            "ac": "25, touch 12, flat-footed 22 (+3 Dex, +13 natural, -1 size)",
            "hp": "133 (14d8+70)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+7",
              "will": "+12"
            },
            "defensive_abilities": "spell deflection, undead traits",
            "sr": "22",
            "speed": "30 ft., fly 20 ft. (perfect)",
            "melee": "2 claws +18 (1d8+9 plus energy drain)",
            "special_attacks": "devour soul, energy drain (1 level, DC 20)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 18th)\nAt will—_animate dead_ (4th), _bestow curse_ (4th) (DC 19), _confusion_ (4th) (DC 19), _control undead_ (7th) (DC 22), _death knell_ (2nd) (DC 17), _ghoul touch_ (2nd) (DC 17), _inflict serious wounds_ (3rd) (DC 18), _lesser planar ally_ (4th), _ray of enfeeblement_ (1st), _spectral hand_ (2nd), _suggestion_ (3rd) (DC 18), _true seeing_ (6th), _vampiric touch_ (3rd) (DC 18)"
              }
            ],
            "ability_scores": {
              "str": 28,
              "dex": 16,
              "con": "-",
              "int": 19,
              "wis": 16,
              "cha": 21
            },
            "base_attack": "+10",
            "cmb": "+20",
            "cmd": "33",
            "feats": "Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack",
            "skills": "Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6",
            "environment": "any",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.",
            "special_abilities": [
              {
                "name": "Devour Soul",
                "type": "Supernatural",
                "description": "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) 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 (spell levels for its spell-like abilities are included in its stats). 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). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based."
              },
              {
                "name": "Spell Deflection",
                "type": "Supernatural",
                "description": "If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal."
              }
            ],
            "ecology": "Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Ankylosaurus",
            "creature_type": "Animal",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +14",
            "ac": "22, touch 8, flat-footed 22 (+14 natural, -2 size)",
            "hp": "75 (10d8+30)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+7",
              "will": "+4"
            },
            "speed": "30 ft.",
            "melee": "tail +14 (3d6+12 plus stun)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": 27,
              "dex": 10,
              "con": 17,
              "int": 2,
              "wis": 13,
              "cha": 8
            },
            "base_attack": "+7",
            "cmb": "+17",
            "cmd": "27 (31 vs. trip)",
            "feats": "Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)",
            "skills": "Perception +14",
            "environment": "warm forests and plains",
            "organization": "solitary, pair, or herd (3-12)",
            "treasure": "none",
            "description": "Thick bony plates armor the domelike back of this quadrupedal dinosaur, its powerfully muscled tail ending in a bony club.",
            "special_abilities": [
              {
                "name": "Stun",
                "type": "Extraordinary",
                "description": "The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based."
              }
            ],
            "ecology": "The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus's tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.\n\nAnkylosaurus as an Animal Companion: Starting Statistics—Size Medium; Speed 30 ft.; AC +9 natural armor; Attack tail (1d6); Ability Scores Str 10, Dex 14, Con 9, Int 2, Wis 12, Cha 8; Special Qualities low-light vision, scent. 7th-Level Advancement—Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities stun.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Brachiosaurus",
            "creature_type": "Animal",
            "cr": "10",
            "xp": "9,600",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +27",
            "ac": "18, touch 6, flat-footed 18 (+12 natural, -4 size)",
            "hp": "171 (18d8+90)",
            "saving_throws": {
              "fort": "+18",
              "ref": "+11",
              "will": "+9"
            },
            "speed": "30 ft.",
            "melee": "tail +23 (4d6+19)",
            "special_attacks": "trample (2d6+19, DC 32)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "ability_scores": {
              "str": 37,
              "dex": 10,
              "con": 21,
              "int": 2,
              "wis": 13,
              "cha": 10
            },
            "base_attack": "+13",
            "cmb": "+30",
            "cmd": "40 (44 vs. trip)",
            "feats": "Cleave, Great Cleave, Great Fortitude, Greater Overrun, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (tail)",
            "skills": "Perception +28",
            "environment": "warm forests or plains",
            "organization": "solitary, pair, or herd (3-12)",
            "treasure": "none",
            "description": "A long tail counterbalances this reptile's equally long neck, at the end of which a relatively small head pulls food from the treetop.",
            "ecology": "A brachiosaurus is 80 feet long and weighs 32 tons.\n\nBrachiosaurus as an Animal Companion: Starting Statistics—Size Medium; Speed 30 ft.; AC +3 natural armor; Attack tail (2d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, scent. 7th-Level Advancement—Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities trample (1d8).",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Deinonychus",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +14",
            "ac": "15, touch 12, flat-footed 13 (+2 Dex, +3 natural)",
            "hp": "34 (4d8+16)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+6",
              "will": "+2"
            },
            "speed": "60 ft.",
            "melee": "2 talons +5 (1d8+2), bite +5 (1d6+2), foreclaws +0 (1d4+1)",
            "special_attacks": "pounce",
            "racial_modifiers": "+8 Acrobatics, +8 Perception, +8 Stealth",
            "ability_scores": {
              "str": 15,
              "dex": 15,
              "con": 19,
              "int": 2,
              "wis": 12,
              "cha": 14
            },
            "base_attack": "+3",
            "cmb": "+5",
            "cmd": "17",
            "feats": "Improved Initiative, Run",
            "skills": "Acrobatics +10 (+22 jump), Perception +14, Stealth +15",
            "environment": "warm forests",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "none",
            "description": "This brightly colored dinosaur exudes a dangerous ferocity. Each foot is armed with a large, sickle-shaped claw.",
            "ecology": "As swift and agile as it is deadly, the deinonychus is a pack hunter, running with several of its kind to take down prey and rip it apart with their gutting talons.\n\nYou can apply the young simple template to create statistics for smaller, more agile velociraptors. Conversely, you can either increase the deinonychus to Large size and its Hit Dice to 8 or simply apply the giant and advanced simple templates to create a formidable megaraptor.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Elasmosaurus",
            "creature_type": "Animal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +14",
            "ac": "20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, -2 size)",
            "hp": "105 (10d8+60)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+9",
              "will": "+6"
            },
            "speed": "20 ft., swim 50 ft.",
            "melee": "bite +13 (2d8+12)",
            "space": "15 ft.",
            "reach": "20 ft.",
            "ability_scores": {
              "str": 26,
              "dex": 15,
              "con": 20,
              "int": 2,
              "wis": 13,
              "cha": 9
            },
            "base_attack": "+7",
            "cmb": "+17",
            "cmd": "30 (34 vs. trip)",
            "feats": "Dodge, Great Fortitude, Iron Will, Mobility, Toughness",
            "skills": "Perception +14, Swim +16",
            "environment": "warm aquatic",
            "organization": "solitary, pair, or school (3-6)",
            "treasure": "none",
            "description": "Long-necked and long-tailed, this large, predatory reptile glides through the water on four powerful flippers.",
            "ecology": "The sleek elasmosaurus is a long-necked, aquatic reptile. Although not technically a dinosaur, they and their kind are often found hunting in oceans and lakes in areas where dinosaurs are more common. You can create statistics for smaller, similar aquatic reptiles (such as the pleisosaurus) by applying the young simple template to the statistics presented above. An elasmosaurus is 45 feet long and weighs 4,000 pounds.\n\nElasmosaurus as an Animal Companion: Starting Statistics—Size Medium; Speed 20 ft., swim 50 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 10, Dex 18, Con 12, Int 2, Wis 13, Cha 9; Special Qualities low-light vision, scent. 4th-Level Advancement—Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Pteranodon",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+8",
            "senses": "low-light vision, scent; Perception +11",
            "ac": "16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, -1 size)",
            "hp": "32 (5d8+10)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+8",
              "will": "+3"
            },
            "speed": "10 ft., fly 50 ft. (clumsy)",
            "melee": "bite +5 (2d6+4)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": 16,
              "dex": 19,
              "con": 15,
              "int": 2,
              "wis": 15,
              "cha": 12
            },
            "base_attack": "+3",
            "cmb": "+7",
            "cmd": "21",
            "feats": "Dodge, Improved Initiative, Skill Focus (Perception)",
            "skills": "Fly -1, Perception +11",
            "environment": "warm coastline",
            "organization": "solitary, pair, or flock (3-12)",
            "treasure": "none",
            "description": "This flying reptile has two huge wings and a distinctive backward-sweeping crest decorating its head.",
            "ecology": "The pteranodon is not itself a dinosaur but rather a large flying reptile that is often found in areas dinosaurs are common. Its flight lacks grace, so it lands on the ground to fight foes it can't carry away.\n\nA pteranodon has a wingspan of 30 feet but only weighs 40 pounds.\n\nPteranodon as an Animal Companion: Starting Statistics—Size Medium; Speed 10 ft., fly 50 ft. (clumsy); AC +0 natural armor; Attack bite (1d8); Ability Scores Str 8, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities low-light vision, scent. 7th-Level Advancement—Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Stegosaurus",
            "creature_type": "Animal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +16",
            "ac": "22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)",
            "hp": "90 (12d8+36)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+10",
              "will": "+5"
            },
            "speed": "30 ft.",
            "melee": "tail +16 (4d6+12 plus trip)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": 27,
              "dex": 14,
              "con": 17,
              "int": 2,
              "wis": 13,
              "cha": 10
            },
            "base_attack": "+9",
            "cmb": "+19",
            "cmd": "31 (35 vs. trip)",
            "feats": "Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)",
            "skills": "Perception +16",
            "environment": "warm plains",
            "organization": "solitary, pair, or herd (3-12)",
            "treasure": "none",
            "description": "This huge dinosaur has a small head, twin rows of sharp dorsal plates, and a muscular tail terminating in a set of bony spikes.",
            "ecology": "The stegosaurus is one of the most distinctive-looking dinosaurs—its twin rows of dorsal plates and spiked tail are enough to give most predators second thoughts before attacking. It is 30 feet long, 14 feet tall, and weighs 5,000 pounds.\n\nStegosaurus as an Animal Companion: Starting Statistics—Size Medium; Speed 30 ft.; AC +6 natural armor; Attack tail (2d6); Ability Scores Str 10, Dex 18, Con 10, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent. 7th-Level Advancement—Size Large; AC +3 natural armor; Attack tail (2d8 plus trip); Ability Scores Str +8, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Triceratops",
            "creature_type": "Animal",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Huge",
            "init": "-1",
            "senses": "low-light vision, scent; Perception +21",
            "ac": "21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)",
            "hp": "119 (14d8+56)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+8",
              "will": "+5"
            },
            "speed": "30 ft.",
            "melee": "gore +17 (2d10+12)",
            "special_attacks": "powerful charge (gore, 4d10+16), trample (1d8+12, DC 25)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": 26,
              "dex": 9,
              "con": 19,
              "int": 2,
              "wis": 12,
              "cha": 7
            },
            "base_attack": "+10",
            "cmb": "+20",
            "cmd": "29 (33 vs. trip)",
            "feats": "Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)",
            "skills": "Perception +24",
            "environment": "warm plains",
            "organization": "solitary, pair, or herd (5-8)",
            "treasure": "none",
            "description": "This beast's armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.",
            "ecology": "The triceratops is a stubborn and short-tempered herbivore.\n\nA typical triceratops is 30 feet long and weighs 20,000 pounds.\n\nTriceratops as an Animal Companion: Starting Statistics—Size Medium; Speed 30 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7. 7th-Level Advancement—Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities powerful charge.",
            "source": "Bestiary"
          },
          {
            "name": "Dinosaur, Tyrannosaurus",
            "creature_type": "Animal",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+5",
            "senses": "low-light vision, scent; Perception +37",
            "ac": "21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)",
            "hp": "153 (18d8+72)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+12",
              "will": "+10"
            },
            "special_qualities": "powerful bite",
            "speed": "40 ft.",
            "melee": "bite +20 (4d6+22/19-20 plus grab)",
            "special_attacks": "swallow whole (2d8+11, AC 17, hp 15)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "racial_modifiers": "+8 Perception",
            "ability_scores": {
              "str": 32,
              "dex": 13,
              "con": 19,
              "int": 2,
              "wis": 15,
              "cha": 10
            },
            "base_attack": "+13",
            "cmb": "+28 (+32 grapple)",
            "cmd": "39",
            "feats": "Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)",
            "skills": "Perception +37",
            "environment": "warm forest and plains",
            "organization": "solitary, pair, or pack (3-6)",
            "treasure": "none",
            "description": "This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.",
            "special_abilities": [
              {
                "name": "Powerful Bite",
                "type": "Extraordinary",
                "description": "A tyrannosaurus applies twice its Strength modifier to bite damage."
              }
            ],
            "ecology": "The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds.\n\nTyrannosaurus as an Animal Companion: Starting Statistics—Size Medium; Speed 30 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent. 7th-Level Advancement—Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities grab, powerful bite.",
            "source": "Bestiary"
          },
          {
            "name": "Dog",
            "creature_type": "Animal",
            "cr": "1/3",
            "xp": "135",
            "alignment": "N",
            "size": "Small",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)",
            "hp": "6 (1d8+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+1"
            },
            "speed": "40 ft.",
            "melee": "bite +2 (1d4+1)",
            "racial_modifiers": "+4 Acrobatics when jumping, +4 Survival when tracking by scent",
            "ability_scores": {
              "str": 13,
              "dex": 13,
              "con": 15,
              "int": 2,
              "wis": 12,
              "cha": 6
            },
            "base_attack": "+0",
            "cmb": "+0",
            "cmd": "11 (15 vs. trip)",
            "feats": "Skill Focus (Perception)",
            "skills": "Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking)",
            "environment": "any",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Rabies",
                "type": "disease note",
                "description": "The normal dog statistics presented here describe any small dog of about 20–50 pounds in weight. They can also be used for small wild canines such as coyotes, jackals, and feral dogs. In the wild, dogs are vicious and territorial creatures. Yet even more harrowing than a pack of wild dogs is the rabid dog. A rabid creature can transmit rabies to a victim with a bite; its CR increases by 1 (or up one step, in the case of a creature whose CR is less than 1).",
                "affliction": {
                  "name": "Rabies",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "2d6 weeks",
                  "frequency": "1/day",
                  "effect": "1 Constitution damage plus 1d3 Wisdom damage (minimum reduction to 1 Wisdom)",
                  "save": "Fortitude DC 14",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "source": "Bestiary"
          },
          {
            "name": "Dog, Riding",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "13, touch 12, flat-footed 11 (+2 Dex, +1 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+5",
              "will": "+1"
            },
            "speed": "40 ft.",
            "melee": "bite +3 (1d6+3 plus trip)",
            "racial_modifiers": "+4 Acrobatics when jumping, +4 Survival when tracking by scent",
            "ability_scores": {
              "str": 15,
              "dex": 15,
              "con": 15,
              "int": 2,
              "wis": 12,
              "cha": 6
            },
            "base_attack": "+1",
            "cmb": "+3",
            "cmd": "15 (19 vs. trip)",
            "feats": "Skill Focus (Perception)",
            "skills": "Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking)",
            "environment": "any",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "none",
            "description": "This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.",
            "ecology": "Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.",
            "source": "Bestiary"
          },
          {
            "name": "Dolphin",
            "creature_type": "Animal",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "blindsight 120 ft., low-light vision; Perception +9",
            "ac": "13, touch 12, flat-footed 11 (+2 Dex, +1 natural)",
            "hp": "11 (2d8+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+1"
            },
            "special_qualities": "hold breath",
            "speed": "swim 80 ft.",
            "melee": "slam +3 (1d4+1)",
            "racial_modifiers": "+4 Perception",
            "ability_scores": {
              "str": 12,
              "dex": 15,
              "con": 13,
              "int": 2,
              "wis": 13,
              "cha": 6
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "14",
            "feats": "Weapon Finesse",
            "skills": "Perception +9, Swim +13",
            "environment": "any ocean",
            "organization": "solitary, pair, or pod (3-18)",
            "treasure": "none",
            "description": "This streamlined, fish-like mammal has sparkling eyes over a smiling mouth filled with hundreds of teeth.",
            "special_abilities": [
              {
                "name": "Hold Breath",
                "type": "Extraordinary",
                "description": "A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning."
              }
            ],
            "ecology": "Dolphins are social predators that hunt shallow seas and rivers in large family groups called pods. Sailors are fond of dolphins and frequently tell tales of dolphins saving drowning fishermen or killing sharks with blows from their powerful snouts.\n\nDolphin as an Animal Companion: Starting Statistics—Speed swim 80 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, hold breath. 4th-Level Advancement—Ability Scores Str +2, Dex +2, Con +2; Special Qualities blindsight 120 ft.",
            "source": "Bestiary"
          },
          {
            "name": "Dolphin, Orca",
            "creature_type": "Animal",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Huge",
            "init": "+6",
            "senses": "blindsight 120 ft., low-light vision; Perception +19",
            "ac": "16, touch 10, flat-footed 14 (+2 Dex, +6 natural, -2 size)",
            "hp": "67 (9d8+27)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+5"
            },
            "special_qualities": "hold breath (as dolphin)",
            "speed": "swim 80 ft.",
            "melee": "bite +13 (2d6+12)",
            "space": "15 ft.",
            "reach": "10 ft.",
            "racial_modifiers": "+8 Perception",
            "ability_scores": {
              "str": 27,
              "dex": 15,
              "con": 16,
              "int": 2,
              "wis": 15,
              "cha": 6
            },
            "base_attack": "+6",
            "cmb": "+16",
            "cmd": "28",
            "feats": "Endurance, Improved Initiative, Skill Focus (Perception, Swim), Weapon Focus (bite)",
            "skills": "Perception +19, Swim +28",
            "environment": "cold oceans",
            "organization": "solitary, pair, or pod (3-20)",
            "treasure": "none",
            "description": "This sleek black whale has a distinctive white patch near each eye and a mouth filled with sharp teeth.",
            "ecology": "The orca, or \"killer whale,\" is actually the largest species of dolphin. Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 pounds.\n\nOrca as an Animal Companion: Starting Statistics—Speed swim 80 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-light vision, hold breath. 7th-Level Advancement—Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities blindsight 120 ft.",
            "source": "Bestiary"
          },
          {
            "name": "Doppelganger",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "shapechanger",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +9",
            "languages": "Common",
            "ac": "16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)",
            "hp": "26 (4d10+4)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+6"
            },
            "immune": "charm, sleep",
            "special_qualities": "change shape (alter self), mimicry, perfect copy",
            "speed": "30 ft.",
            "melee": "2 claws +8 (1d8+4)",
            "racial_modifiers": "+4 Bluff, +4 Disguise",
            "spellcasting": [
              {
                "type": "spell-like abilities",
                "text": "(CL 18th)\nAt will—_detect thoughts_ (DC 13)"
              }
            ],
            "ability_scores": {
              "str": 18,
              "dex": 13,
              "con": 12,
              "int": 13,
              "wis": 14,
              "cha": 13
            },
            "base_attack": "+4",
            "cmb": "+8",
            "cmd": "20",
            "feats": "Dodge, Great Fortitude",
            "skills": "Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape ability), Perception +9, Sense Motive +6, Stealth +5",
            "environment": "any",
            "organization": "solitary, pair, or gang (3-6)",
            "treasure": "NPC Gear",
            "description": "This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.",
            "special_abilities": [
              {
                "name": "Mimicry",
                "type": "Extraordinary",
                "description": "A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice."
              },
              {
                "name": "Perfect Copy",
                "type": "Supernatural",
                "description": "When a doppelganger uses change shape, it can assume the appearance of specific individuals."
              }
            ],
            "ecology": "Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.\n\nDoppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.\n\nDoppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.\n\nRumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers' change shape ability functions like the spell polymorph rather than alter self.",
            "source": "Bestiary"
          },
          {
            "name": "Dracolisk",
            "creature_type": "Dragon",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +14",
            "ac": "21, touch 9, flat-footed 21 (-1 Dex, +12 natural)",
            "hp": "73 (7d10+35)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+4",
              "will": "+5"
            },
            "immune": "acid, sleep, paralysis",
            "speed": "20 ft., fly 40 ft. (average)",
            "melee": "bite +14 (1d8+7), 2 claws +14 (1d4+7)",
            "special_attacks": "breath weapon (60-foot line of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, as basilisk)",
            "racial_modifiers": "+4 Stealth",
            "ability_scores": {
              "str": 24,
              "dex": 8,
              "con": 21,
              "int": 4,
              "wis": 13,
              "cha": 13
            },
            "base_attack": "+7",
            "cmb": "+14",
            "cmd": "23 (31 vs. trip)",
            "feats": "Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)",
            "skills": "Fly +9, Perception +14, Stealth +13",
            "environment": "temperate swamp or underground",
            "organization": "solitary or pair",
            "treasure": "standard",
            "description": "This six-legged dragon flaps its massive wings as it lowers its head to glare with hideous glowing eyes.",
            "ecology": "Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk (a half-black dragon/basilisk cross).",
            "source": "Bestiary"
          },
          {
            "name": "Drider",
            "creature_type": "Aberration",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 120 ft., detect good, detect law, detect magic; Perception +15",
            "languages": "Common, Elven, Undercommon",
            "ac": "20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)",
            "hp": "76 (9d8+36)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+9"
            },
            "immune": "sleep",
            "sr": "18",
            "speed": "30 ft., climb 20 ft.",
            "melee": "mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)",
            "ranged": "mwk composite longbow +8/+3 (1d8+2/×3)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "special_attacks": "web (+7 ranged, DC 18, hp 9)",
            "special_qualities": "undersized weapons",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) Constant—detect good, detect law, detect magic; At will—dancing lights, darkness, faerie fire; 1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 6th) 3rd (4/day)—lightning bolt (DC 16); 2nd (6/day)—invisibility, web (DC 15); 1st (7/day)—mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14); 0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance"
              }
            ],
            "ability_scores": {
              "str": "15",
              "dex": "15",
              "con": "18",
              "int": "15",
              "wis": "16",
              "cha": "16"
            },
            "base_attack": "+6",
            "cmb": "+9",
            "cmd": "21 (33 vs. trip)",
            "feats": "Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)",
            "skills": "Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14",
            "racial_modifiers": "+4 Stealth",
            "environment": "any underground",
            "organization": "solitary, pair, or group (3-8)",
            "treasure": "double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)",
            "description": "The dry rasping of spidery legs brings this hideous monstrosity into view—a nightmarish, centaurian fusion of drow and spider.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Drider Venom.",
                "affliction": {
                  "name": "Drider Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Strength",
                  "save": "Fortitude DC 18",
                  "cure": "1 save"
                }
              },
              {
                "name": "Spells",
                "type": "",
                "description": "A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities."
              },
              {
                "name": "Undersized Weapons",
                "type": "Ex",
                "description": "Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders)."
              }
            ],
            "ecology": "Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.\n\nDriders are sexually dimorphic. A female drider's lower spider body is sleek and graceful, often similar to a black widow's body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider's lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.",
            "source": "Bestiary"
          },
          {
            "name": "Drow",
            "creature_type": "Humanoid",
            "creature_subtype": "elf",
            "cr": "1/3",
            "xp": "135",
            "alignment": "CE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 120 ft.; Perception +2",
            "languages": "Elven, Undercommon",
            "ac": "15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)",
            "hp": "5 (1d10)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+2",
              "will": "-1; +2 vs. enchantment"
            },
            "immune": "sleep",
            "weaknesses": "light blindness",
            "speed": "30 ft.",
            "melee": "rapier +2 (1d6/18-20)",
            "ranged": "hand crossbow +3 (1d4/19-20 plus poison)",
            "special_qualities": "poison use",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 1st) 1/day—dancing lights, darkness, faerie fire"
              }
            ],
            "ability_scores": {
              "str": "11",
              "dex": "15",
              "con": "10",
              "int": "10",
              "wis": "9",
              "cha": "10"
            },
            "base_attack": "+1",
            "cmb": "+1",
            "cmd": "13",
            "feats": "Weapon Finesse",
            "skills": "Perception +2, Stealth +2",
            "racial_modifiers": "+2 Perception",
            "environment": "underground",
            "organization": "pair, squad (3-4), patrol (5-8), or war party (10-40)",
            "treasure": "NPC Gear (leather armor, light steel shield, rapier, hand crossbow with 20 bolts, drow poison [2 doses], 3d6 gp, other treasure)",
            "description": "This dark-skinned elf stands in a battle-ready pose, her hair silver and eyes white and pupilless.",
            "special_abilities": [
              {
                "name": "Poison Use",
                "type": "Ex",
                "description": "Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.",
                "affliction": {
                  "name": "Drow Poison",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/minute for 2 minutes",
                  "initial_effect": "unconsciousness for 1 minute",
                  "secondary_effect": "unconsciousness for 2d4 hours",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "This particular statistic block presents a 1st-level warrior of its kind. Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld's most feared and hated denizens.\n\nDrow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar. Drow have dark skin, ranging from black to a hazy purple hue. Most drow have white or silver hair and white or red eyes, but other colors are not unheard of.\n\nDrow society is ruled over by powerful nobility, themselves governed by sadistic and dangerous matriarchs who constantly plot and scheme against rival houses and lesser kin within their own families. The majority of drow are the common soldiers and decadent citizenry, with base stats as presented here—drow nobles are more powerful and dangerous, and are detailed separately.\n\nIn combat, drow are thoroughly ruthless, with little regard for fairness or mercy. They prefer to attack from ambush or to lure enemies into situations where they clearly have the upper hand. If things turn against them, drow are quick to flee, leaving slaves and minions to cover their escape.\n\nDrow racial traits: drow are defined by their class levels—they do not possess racial Hit Dice. All drow have the following racial traits. +2 Dexterity, +2 Charisma, -2 Constitution—drow are nimble and manipulative. Medium—drow are Medium creatures, with no bonuses or penalties due to size. Normal Speed—drow have a base speed of 30 feet. Darkvision—drow can see in the dark up to 120 feet. Drow Immunities—drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells. Keen Senses—drow receive a +2 racial bonus on Perception checks. Spell Resistance—drow possess spell resistance equal to 6 plus their class levels. Spell-Like Abilities—a drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level. Light Blindness—abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Poison Use—see Special Abilities. Weapon Familiarity—drow are proficient with the hand crossbow, rapier, and short sword. Languages—drow begin play speaking Elven and Undercommon; drow with high Intelligence can choose bonus languages from Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.",
            "source": "Bestiary"
          },
          {
            "name": "Drow Noble",
            "creature_type": "Humanoid",
            "creature_subtype": "elf",
            "cr": "3",
            "xp": "800",
            "alignment": "CE",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 120 ft.; Perception +5",
            "languages": "Elven, Undercommon",
            "ac": "21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)",
            "hp": "20 (3d8+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+4",
              "will": "+6; +2 vs. enchantment"
            },
            "immune": "sleep",
            "weaknesses": "light blindness",
            "speed": "20 ft.",
            "melee": "mwk rapier +4 (1d6+1/18-20)",
            "ranged": "hand crossbow +5 (1d4/19-20 plus poison)",
            "special_attacks": "bleeding touch (6/day), channel negative energy (4/day, 2d6, DC 12), touch of chaos (6/day)",
            "special_qualities": "poison use",
            "sr": "14",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 3rd) Constant—detect magic; At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate; 1/day—divine favor, dispel magic, suggestion (DC 14)"
              },
              {
                "type": "Spells Prepared",
                "text": "(CL 3rd) 2nd—death knell D (DC 15), hold person (DC 15), silence (DC 15); 1st—bless, cause fear (DC 14), cure light wounds, protection from law D; 0—bleed (DC 13), detect poison, read magic, resistance; D domain spell; Domains Chaos, Death"
              }
            ],
            "ability_scores": {
              "str": "12",
              "dex": "17",
              "con": "12",
              "int": "10",
              "wis": "17",
              "cha": "12"
            },
            "base_attack": "+2",
            "cmb": "+3",
            "cmd": "16",
            "feats": "Channel Smite, Weapon Finesse",
            "skills": "Knowledge (religion) +6, Sense Motive +9, Spellcraft +6",
            "racial_modifiers": "+2 Perception",
            "treasure": "masterwork breastplate, heavy steel shield, masterwork rapier, drow poison (4), potion of invisibility, scroll of dispel magic, wand of cure light wounds (CL 1st, 20 charges), 400 gp",
            "special_abilities": [
              {
                "name": "Poison Use",
                "type": "Ex",
                "description": "As with all drow, a drow noble is skilled in the use of poison and never risks accidentally poisoning herself.",
                "affliction": {
                  "name": "Drow Poison",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/minute for 2 minutes",
                  "initial_effect": "unconsciousness for 1 minute",
                  "secondary_effect": "unconsciousness for 2d4 hours",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "This particular statistic block presents a female drow noble who is a 3rd-level cleric of Chaos and Death. About one out of every 20 drow is gifted with special powers from birth—the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature. These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble. Common drow children born to nobles are usually put to death—sacrificed to one of the many demon gods to whom the drow offer worship. It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses. Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid.\n\nDrow nobles are defined by their class levels—they do not possess racial Hit Dice. A drow noble's challenge rating is equal to her class level. Drow nobles possess all of the racial traits of common drow, plus the following. +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Constitution—noble drow are very agile, observant, and regal; these ability score modifiers replace the standard drow ability score modifiers. Spell Resistance—drow nobles have spell resistance equal to 11 + their character level. Spell-Like Abilities—drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability; a drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.",
            "source": "Bestiary"
          },
          {
            "name": "Dryad",
            "creature_type": "Fey",
            "cr": "3",
            "xp": "800",
            "alignment": "CG",
            "size": "Medium",
            "init": "+4",
            "senses": "low-light vision; Perception +11",
            "languages": "Common, Elven, Sylvan; speak with plants",
            "ac": "17, touch 14, flat-footed 13 (+4 Dex, +3 natural)",
            "hp": "27 (6d6+6)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+9",
              "will": "+7"
            },
            "weaknesses": "tree dependent",
            "dr": "5/cold iron",
            "speed": "30 ft.",
            "melee": "dagger +7 (1d4)",
            "ranged": "masterwork longbow +8 (1d8)",
            "special_qualities": "tree meld, wild empathy, woodcraft",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) Constant—speak with plants; At will—entangle (DC 15), tree shape, wood shape (1 lb. only); 3/day—charm person (DC 15), deep slumber (DC 17), tree stride; 1/day—suggestion (DC 17)"
              }
            ],
            "ability_scores": {
              "str": "10",
              "dex": "19",
              "con": "13",
              "int": "14",
              "wis": "15",
              "cha": "18"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "17",
            "feats": "Great Fortitude, Stealthy, Weapon Finesse",
            "skills": "Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8",
            "racial_modifiers": "+6 Craft (wood)",
            "environment": "temperate forests",
            "organization": "solitary, pair, or grove (3-8)",
            "treasure": "standard (dagger, masterwork longbow with 20 arrows, other treasure)",
            "description": "This strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms.",
            "special_abilities": [
              {
                "name": "Tree Meld",
                "type": "Su",
                "description": "A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes."
              },
              {
                "name": "Tree Dependent",
                "type": "Su",
                "description": "A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save."
              },
              {
                "name": "Wild Empathy",
                "type": "Su",
                "description": "This works like the druid's wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks."
              },
              {
                "name": "Woodcraft",
                "type": "Ex",
                "description": "A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks."
              }
            ],
            "ecology": "Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.\n\nDryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.",
            "source": "Bestiary"
          },
          {
            "name": "Duergar",
            "creature_type": "Humanoid",
            "creature_subtype": "dwarf",
            "cr": "1/3",
            "xp": "135",
            "alignment": "LE",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 120 ft; Perception +1",
            "languages": "Common, Dwarven, Undercommon",
            "ac": "17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield)",
            "hp": "8 (1d10+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "-1",
              "will": "+1; +2 vs. spells"
            },
            "immune": "paralysis, phantasms, poison",
            "weaknesses": "light sensitivity",
            "speed": "20 ft.",
            "melee": "warhammer +3 (1d8+1/×3)",
            "ranged": "light crossbow +0 (1d8/19-20)",
            "special_qualities": "slow and steady, stability",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 3rd) 1/day—enlarge person (self only), invisibility (self only)"
              }
            ],
            "ability_scores": {
              "str": "12",
              "dex": "9",
              "con": "15",
              "int": "10",
              "wis": "13",
              "cha": "4"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "11",
            "feats": "Weapon Focus (warhammer)",
            "skills": "Intimidate +1, Stealth -3",
            "racial_modifiers": "+2 Perception relating to stonework, +4 Stealth",
            "environment": "any underground",
            "organization": "solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)",
            "treasure": "NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)",
            "description": "This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.",
            "ecology": "This particular statistic block presents a 1st-level warrior of its kind. Cousins to dwarves, duergar are foul-tempered creatures that loathe intruders to their underground realms—but not nearly as much as they do their kinfolk closer to the surface.\n\nDuergar dwell in communities deep underground, and appear as darker, more twisted versions of their kinder kin. Their skin is a dull gray, as though rubbed with dust or ash, but this is a natural coloration that better allows them to blend with their underground surroundings. They are a race of slavers, but while non-dwarven prisoners are usually put to backbreaking work, dwarven prisoners are generally slain on the spot.\n\nIn combat, duergar fire crossbows from a distance, then shift to the warhammer after a few rounds. If outnumbered, or given sufficient threat (and space), a duergar will use its enlarge person ability and begin lashing out at its enemies.\n\nDuergar racial traits: duergar are defined by their class levels—they do not possess racial Hit Dice. All duergar have the following racial traits. +2 Constitution, +2 Wisdom, -4 Charisma—duergar are hearty and observant, but also stubborn and belligerent. Slow and Steady—duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision—duergar can see in the dark up to 120 feet. Duergar Immunities—duergar are immune to paralysis, phantasms, and poison; they also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Stability—duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground. Spell-Like Abilities—duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level; both of these spell-like abilities affect the duergar only. Light Sensitivity—duergar are dazzled as long as they remain in an area of bright light. Languages—duergar begin play speaking Common, Dwarven, and Undercommon; duergar with high Intelligence can choose bonus languages from Aklo, Draconic, Giant, Goblin, Orc, Terran.",
            "source": "Bestiary"
          },
          {
            "name": "Eagle",
            "creature_type": "Animal",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Small",
            "init": "+2",
            "senses": "low-light vision; Perception +10",
            "ac": "14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)",
            "hp": "5 (1d8+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+4",
              "will": "+2"
            },
            "speed": "10 ft., fly 80 ft. (average)",
            "melee": "2 talons +3 (1d4), bite +3 (1d4)",
            "ability_scores": {
              "str": "10",
              "dex": "15",
              "con": "12",
              "int": "2",
              "wis": "15",
              "cha": "7"
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "11",
            "feats": "Weapon Finesse",
            "skills": "Fly +8, Perception +10",
            "racial_modifiers": "+8 Perception",
            "environment": "temperate mountains",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This magnificent bird of prey has dark feathers save for those on its head, which are pure white.",
            "ecology": "Among the most majestic of raptors, these predatory birds pluck fish from streams and lakes, drop down on rodents and small mammals in alpine meadows, and have even been known to pull young mountain goats from the assumed safety of their cliffs.\n\nThese creatures, like all birds of prey, have powerful clawed talons and sharp, hooked beaks perfect for tearing flesh. Their enhanced eyesight allows them to spot prey from great distances, and they typically hunt in wide circling patterns high above the ground.\n\nEagles typically build their massive nests in the tops of tall trees or among the rocky crags of steep cliffs. During breeding season, an eagle lays two eggs, but only one chick normally survives, as the stronger of the two usually kills and eats the weaker.\n\nEagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.",
            "source": "Bestiary"
          },
          {
            "name": "Eagle, Giant",
            "creature_type": "Magical Beast",
            "cr": "3",
            "xp": "800",
            "alignment": "NG",
            "size": "Large",
            "init": "+3",
            "senses": "low-light vision; Perception +15",
            "languages": "Auran (cannot speak)",
            "ac": "15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)",
            "hp": "26 (4d10+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+7",
              "will": "+3"
            },
            "defensive_abilities": "evasion",
            "speed": "10 ft., fly 80 ft. (average)",
            "melee": "2 claws +7 (1d8+4), bite +7 (1d6+4)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "18",
              "dex": "17",
              "con": "12",
              "int": "10",
              "wis": "15",
              "cha": "11"
            },
            "base_attack": "+4",
            "cmb": "+9",
            "cmd": "22",
            "feats": "Alertness, Flyby Attack",
            "skills": "Fly +8, Perception +15, Sense Motive +4",
            "racial_modifiers": "+4 Perception",
            "environment": "temperate mountains",
            "organization": "solitary, pair, or eyrie (3-12)",
            "treasure": "none",
            "description": "This immense eagle's feathers are golden brown and shimmer in the light. Its sharp beak and curved talons are dark yellow.",
            "ecology": "A typical giant eagle stands about 15 feet tall, has a wingspan of up to 30 feet, and resembles its smaller cousins in nearly every way except size. It weighs 500 pounds.\n\nGiant eagles are far more than animals—they possess a supernatural intellect and view themselves as guardians and protectors of their mountain territories. They form lasting friendships with those who respect them and their mountaintop domains.",
            "source": "Bestiary"
          },
          {
            "name": "Eel, Electric",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "low-light vision; Perception +4",
            "ac": "15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)",
            "hp": "17 (2d8+8)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+0"
            },
            "resist": "electricity 10",
            "speed": "5 ft., swim 30 ft.",
            "melee": "bite +3 (1d6+1) and tail -2 touch (1d6 electricity)",
            "ability_scores": {
              "str": "13",
              "dex": "14",
              "con": "19",
              "int": "1",
              "wis": "10",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+1",
            "cmd": "13 (can't be tripped)",
            "feats": "Improved Initiative",
            "skills": "Escape Artist +10, Perception +4, Stealth +10, Swim +9",
            "racial_modifiers": "+8 Escape Artist",
            "environment": "warm fresh water",
            "organization": "solitary",
            "treasure": "none",
            "description": "This six-foot-long, snake-like fish moves slowly. A strange popping and snapping sound occasionally emits from the creature's body.",
            "special_abilities": [
              {
                "name": "Electricity",
                "type": "Ex",
                "description": "An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based."
              }
            ],
            "ecology": "The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds.\n\nAnimal Companion — Electric Eel: Small; Speed 5 ft., swim 30 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 18, Int 1, Wis 10, Cha 6; Special Qualities amphibious, low-light vision, electricity resistance 5. 4th-Level Advancement: AC +2 natural armor; Ability Scores Dex +2, Con +2; Special Qualities electricity (1d6), electricity resistance 10.",
            "source": "Bestiary"
          },
          {
            "name": "Eel, Giant Moray",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +7",
            "ac": "19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)",
            "hp": "52 (7d8+21)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+9",
              "will": "+3"
            },
            "speed": "swim 30 ft.",
            "melee": "bite +11 (2d6+9 plus grab)",
            "special_attacks": "gnaw",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "22",
              "dex": "14",
              "con": "16",
              "int": "1",
              "wis": "12",
              "cha": "8"
            },
            "base_attack": "+5",
            "cmb": "+12 (+16 grapple)",
            "cmd": "24 (can't be tripped)",
            "feats": "Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (bite)",
            "skills": "Escape Artist +10, Perception +7, Stealth +8, Swim +14",
            "racial_modifiers": "+8 Escape Artist",
            "environment": "warm oceans",
            "organization": "solitary, pair, or nest (3-6)",
            "treasure": "none",
            "description": "This sixteen-foot-long eel slithers through the water with uncanny grace, mouth open to display large teeth and a second set of jaws.",
            "special_abilities": [
              {
                "name": "Gnaw",
                "type": "Ex",
                "description": "If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 attack, 1d6+3) against a foe it has already grabbed."
              }
            ],
            "ecology": "The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.\n\nAnimal Companion — Moray Eel: Medium; Speed swim 30 ft.; AC +5 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8; Special Qualities low-light vision, grab. 7th-Level Advancement: Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities gnaw.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Small",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +4",
            "languages": "Auran",
            "ac": "17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)",
            "hp": "13 (2d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+6",
              "will": "+0"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "speed": "fly 100 ft. (perfect)",
            "melee": "slam +6 (1d4+1)",
            "special_attacks": "whirlwind (DC 12)",
            "ability_scores": {
              "str": "12",
              "dex": "17",
              "con": "12",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "15",
            "feats": "Flyby Attack, Improved InitiativeB, Weapon FinesseB",
            "skills": "Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Medium",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+9",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Auran",
            "ac": "19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+9",
              "will": "+1"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "speed": "fly 100 ft. (perfect)",
            "melee": "slam +9 (1d6+3)",
            "special_attacks": "whirlwind (DC 14)",
            "ability_scores": {
              "str": "14",
              "dex": "21",
              "con": "14",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+4",
            "cmb": "+6",
            "cmd": "22",
            "feats": "Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB",
            "skills": "Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Large",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+11",
            "senses": "darkvision 60 ft.; Perception +11",
            "languages": "Auran",
            "ac": "21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, -1 size)",
            "hp": "68 (8d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+13",
              "will": "+2"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "fly 100 ft. (perfect)",
            "melee": "2 slams +14 (1d8+4)",
            "special_attacks": "whirlwind (DC 18)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "18",
              "dex": "25",
              "con": "16",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+8",
            "cmb": "+13",
            "cmd": "31",
            "feats": "Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB",
            "skills": "Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Huge",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+13",
            "senses": "darkvision 60 ft.; Perception +13",
            "languages": "Auran",
            "ac": "22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, -2 size)",
            "hp": "95 (10d10+40)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+16",
              "will": "+5"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "fly 100 ft. (perfect)",
            "melee": "2 slams +17 (2d6+6)",
            "special_attacks": "whirlwind (DC 21)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "22",
              "dex": "29",
              "con": "18",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+10",
            "cmb": "+18",
            "cmd": "38",
            "feats": "Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB",
            "skills": "Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Greater",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+14",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Auran",
            "ac": "25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, -2 size)",
            "hp": "123 (13d10+52)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+18",
              "will": "+6"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "fly 100 ft. (perfect)",
            "melee": "2 slams +21 (2d8+7)",
            "special_attacks": "whirlwind (DC 23)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "31",
              "con": "18",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+13",
            "cmb": "+22",
            "cmd": "43",
            "feats": "Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB",
            "skills": "Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Air, Elder",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "N",
            "size": "Huge",
            "init": "+15",
            "senses": "darkvision 60 ft.; Perception +19",
            "languages": "Auran",
            "ac": "28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, -2 size)",
            "hp": "152 (16d10+64)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+21",
              "will": "+7"
            },
            "defensive_abilities": "air mastery",
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "fly 100 ft. (perfect)",
            "melee": "2 slams +25 (2d8+9)",
            "special_attacks": "whirlwind (DC 27)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "33",
              "con": "18",
              "int": "10",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+16",
            "cmb": "+27",
            "cmd": "49",
            "feats": "Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB",
            "skills": "Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22",
            "environment": "Plane of Air",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental."
              },
              {
                "name": "Whirlwind",
                "type": "Ex",
                "description": "Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Air — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Whirlwind Save DC",
                  "Whirlwind Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb.",
                    "12",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs.",
                    "14",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs.",
                    "18",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs.",
                    "23",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs.",
                    "27",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.\n\nAlthough all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.\n\nAn air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Small",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +4",
            "languages": "Terran",
            "ac": "17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)",
            "hp": "13 (2d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "-1",
              "will": "+3"
            },
            "immune": "elemental traits",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "slam +6 (1d6+4)",
            "special_attacks": "earth mastery",
            "ability_scores": {
              "str": "16",
              "dex": "8",
              "con": "13",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "13",
            "feats": "Improved Bull RushB, Power Attack",
            "skills": "Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Medium",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +7",
            "languages": "Terran",
            "ac": "18, touch 9, flat-footed 18 (-1 Dex, +9 natural)",
            "hp": "34 (4d10+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+0",
              "will": "+4"
            },
            "immune": "elemental traits",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "slam +9 (1d8+7)",
            "special_attacks": "earth mastery",
            "ability_scores": {
              "str": "20",
              "dex": "8",
              "con": "17",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+4",
            "cmb": "+9",
            "cmd": "18",
            "feats": "Cleave, Improved Bull RushB, Power Attack",
            "skills": "Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Large",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +11",
            "languages": "Terran",
            "ac": "18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)",
            "hp": "68 (8d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+1",
              "will": "+6"
            },
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "2 slams +14 (2d6+7)",
            "special_attacks": "earth mastery",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "8",
              "con": "17",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+8",
            "cmb": "+16",
            "cmd": "25",
            "feats": "Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack",
            "skills": "Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Huge",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +13",
            "languages": "Terran",
            "ac": "19, touch 7, flat-footed 19 (-1 Dex, +12 natural, -2 size)",
            "hp": "95 (10d10+40)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+2",
              "will": "+7"
            },
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "2 slams +17 (2d8+9)",
            "special_attacks": "earth mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "8",
              "con": "19",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+10",
            "cmb": "+21",
            "cmd": "30",
            "feats": "Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack",
            "skills": "Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Greater",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +16",
            "languages": "Terran",
            "ac": "21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)",
            "hp": "136 (13d10+65)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+3",
              "will": "+8"
            },
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "2 slams +21 (2d10+10)",
            "special_attacks": "earth mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "30",
              "dex": "8",
              "con": "21",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+13",
            "cmb": "+25",
            "cmd": "34",
            "feats": "Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack",
            "skills": "Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Earth, Elder",
            "creature_type": "Outsider",
            "creature_subtype": "earth, elemental, extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "N",
            "size": "Huge",
            "init": "-1",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +19",
            "languages": "Terran",
            "ac": "23, touch 7, flat-footed 23 (-1 Dex, +16 natural, -2 size)",
            "hp": "168 (16d10+80)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+4",
              "will": "+10"
            },
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "20 ft., burrow 20 ft., earth glide",
            "melee": "2 slams +26 (2d10+12/19-20)",
            "special_attacks": "earth mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "34",
              "dex": "8",
              "con": "21",
              "int": "10",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+16",
            "cmb": "+30",
            "cmd": "39",
            "feats": "Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack",
            "skills": "Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              },
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)"
              }
            ],
            "tables": [
              {
                "name": "Elemental, Earth — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "80 lbs."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "750 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "6,000 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "48,000 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "54,000 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "60,000 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.\n\nWhen an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Small",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +4",
            "languages": "Ignan",
            "ac": "16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "11 (2d10)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+4",
              "will": "+0"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "speed": "50 ft.",
            "melee": "slam +4 (1d4 plus burn)",
            "special_attacks": "burn (1d4, DC 11)",
            "ability_scores": {
              "str": "10",
              "dex": "13",
              "con": "10",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+2",
            "cmb": "+1",
            "cmd": "13",
            "feats": "Dodge, Improved InitiativeB, Weapon FinesseB",
            "skills": "Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Medium",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Ignan",
            "ac": "17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+1"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "speed": "50 ft.",
            "melee": "slam +7 (1d6+1 plus burn)",
            "special_attacks": "burn (1d6, DC 14)",
            "ability_scores": {
              "str": "12",
              "dex": "17",
              "con": "14",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+4",
            "cmb": "+5",
            "cmd": "19",
            "feats": "Dodge, Improved InitiativeB, Mobility, Weapon FinesseB",
            "skills": "Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Large",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+9",
            "senses": "darkvision 60 ft.; Perception +11",
            "languages": "Ignan",
            "ac": "19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, -1 size)",
            "hp": "60 (8d10+16)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+11",
              "will": "+4"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "dr": "5/-",
            "speed": "50 ft.",
            "melee": "2 slams +12 (1d8+2 plus burn)",
            "special_attacks": "burn (1d8, DC 16)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "14",
              "dex": "21",
              "con": "14",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+8",
            "cmb": "+11",
            "cmd": "27",
            "feats": "Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB",
            "skills": "Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Huge",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+11",
            "senses": "darkvision 60 ft.; Perception +13",
            "languages": "Ignan",
            "ac": "21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, -2 size)",
            "hp": "85 (10d10+30)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+14",
              "will": "+5"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "dr": "5/-",
            "speed": "60 ft.",
            "melee": "2 slams +15 (2d6+4 plus burn)",
            "special_attacks": "burn (2d6, DC 18)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "18",
              "dex": "25",
              "con": "16",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+10",
            "cmb": "+16",
            "cmd": "34",
            "feats": "Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB",
            "skills": "Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Greater",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+12",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Ignan",
            "ac": "23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, -2 size)",
            "hp": "123 (13d10+52)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+16",
              "will": "+6"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "dr": "10/-",
            "speed": "60 ft.",
            "melee": "2 slams +19 (2d8+7 plus burn)",
            "special_attacks": "burn (2d8, DC 20)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "27",
              "con": "18",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+13",
            "cmb": "+22",
            "cmd": "41",
            "feats": "Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance",
            "skills": "Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Fire, Elder",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, fire",
            "cr": "11",
            "xp": "12,800",
            "alignment": "N",
            "size": "Huge",
            "init": "+13",
            "senses": "darkvision 60 ft.; Perception +19",
            "languages": "Ignan",
            "ac": "26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size)",
            "hp": "152 (16d10+64)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+19",
              "will": "+7"
            },
            "immune": "elemental traits, fire",
            "weaknesses": "vulnerability to cold",
            "dr": "10/-",
            "speed": "60 ft.",
            "melee": "2 slams +23 (2d8+8 plus burn)",
            "special_attacks": "burn (2d10, DC 22)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "26",
              "dex": "29",
              "con": "18",
              "int": "10",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+16",
            "cmb": "+26",
            "cmd": "46",
            "feats": "Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance",
            "skills": "Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Burn",
                "type": "Ex",
                "description": "A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook)."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Fire — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "1 lb."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "2 lbs."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "4 lbs."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "8 lbs."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "10 lbs."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "12 lbs."
                  ]
                ]
              }
            ],
            "ecology": "Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.\n\nA fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).\n\nFire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Small",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +4",
            "languages": "Aquan",
            "ac": "17, touch 11, flat-footed 17 (+6 natural, +1 size)",
            "hp": "13 (2d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+0"
            },
            "immune": "elemental traits",
            "speed": "20 ft., swim 90 ft.",
            "melee": "slam +5 (1d6+3)",
            "special_attacks": "drench, vortex (DC 13), water mastery",
            "ability_scores": {
              "str": "14",
              "dex": "10",
              "con": "13",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+2",
            "cmb": "+3",
            "cmd": "13",
            "feats": "Power Attack",
            "skills": "Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Medium",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Aquan",
            "ac": "17, touch 11, flat-footed 16 (+1 Dex, +6 natural)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+1"
            },
            "immune": "elemental traits",
            "speed": "20 ft., swim 90 ft.",
            "melee": "slam +7 (1d8+4)",
            "special_attacks": "drench, vortex (DC 15), water mastery",
            "ability_scores": {
              "str": "16",
              "dex": "12",
              "con": "15",
              "int": "4",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+4",
            "cmb": "+7",
            "cmd": "18",
            "feats": "Cleave, Power Attack",
            "skills": "Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Large",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +9",
            "languages": "Aquan",
            "ac": "18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)",
            "hp": "68 (8d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+2"
            },
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "20 ft., swim 90 ft.",
            "melee": "2 slams +12 (1d8+5)",
            "special_attacks": "drench, vortex (DC 19), water mastery",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "20",
              "dex": "14",
              "con": "17",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+8",
            "cmb": "+14",
            "cmd": "27",
            "feats": "Cleave, Dodge, Great Cleave, Power Attack",
            "skills": "Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Huge",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+4",
            "senses": "darkvision 60 ft.; Perception +13",
            "languages": "Aquan",
            "ac": "21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, -2 size)",
            "hp": "95 (10d10+40)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+11",
              "will": "+3"
            },
            "immune": "elemental traits",
            "dr": "5/-",
            "speed": "20 ft., swim 90 ft.",
            "melee": "2 slams +15 (2d6+7)",
            "special_attacks": "drench, vortex (DC 22), water mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "18",
              "con": "19",
              "int": "6",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+10",
            "cmb": "+19",
            "cmd": "34",
            "feats": "Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack",
            "skills": "Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Greater",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Aquan",
            "ac": "23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, -2 size)",
            "hp": "123 (13d10+52)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+15",
              "will": "+4"
            },
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "20 ft., swim 90 ft.",
            "melee": "2 slams +20 (2d8+9)",
            "special_attacks": "drench, vortex (DC 25), water mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "20",
              "con": "19",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+13",
            "cmb": "+24",
            "cmd": "40",
            "feats": "Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack",
            "skills": "Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elemental, Water, Elder",
            "creature_type": "Outsider",
            "creature_subtype": "elemental, extraplanar, water",
            "cr": "11",
            "xp": "12,800",
            "alignment": "N",
            "size": "Huge",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +19",
            "languages": "Aquan",
            "ac": "24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, -2 size)",
            "hp": "152 (16d10+64)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+18",
              "will": "+5"
            },
            "immune": "elemental traits",
            "dr": "10/-",
            "speed": "20 ft., swim 90 ft.",
            "melee": "2 slams +24 (2d10+10/19-20)",
            "special_attacks": "drench, vortex (DC 28), water mastery",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "30",
              "dex": "22",
              "con": "19",
              "int": "10",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+16",
            "cmb": "+28",
            "cmd": "45",
            "feats": "Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack",
            "skills": "Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, or gang (3-8)",
            "treasure": "none",
            "special_abilities": [
              {
                "name": "Drench",
                "type": "Ex",
                "description": "The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD)."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water."
              },
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."
              }
            ],
            "tables": [
              {
                "name": "Elemental, Water — Size Table",
                "headers": [
                  "Elemental",
                  "Height",
                  "Weight",
                  "Vortex Save DC",
                  "Vortex Height"
                ],
                "rows": [
                  [
                    "Small",
                    "4 ft.",
                    "34 lb.",
                    "13",
                    "10–20 ft."
                  ],
                  [
                    "Medium",
                    "8 ft.",
                    "280 lbs.",
                    "15",
                    "10–30 ft."
                  ],
                  [
                    "Large",
                    "16 ft.",
                    "2,250 lbs.",
                    "19",
                    "10–40 ft."
                  ],
                  [
                    "Huge",
                    "32 ft.",
                    "18,000 lbs.",
                    "22",
                    "10–50 ft."
                  ],
                  [
                    "Greater",
                    "36 ft.",
                    "21,000 lbs.",
                    "25",
                    "10–60 ft."
                  ],
                  [
                    "Elder",
                    "40 ft.",
                    "24,000 lbs.",
                    "28",
                    "10–60 ft."
                  ]
                ]
              }
            ],
            "ecology": "Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.\n\nAs with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave \"arms\" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.",
            "source": "Bestiary"
          },
          {
            "name": "Elephant",
            "creature_type": "Animal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +21",
            "ac": "17, touch 8, flat-footed 17 (+9 natural, -2 size)",
            "hp": "93 (11d8+44)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+7",
              "will": "+6"
            },
            "speed": "40 ft.",
            "melee": "gore +16 (2d8+10), slam +16 (2d6+10)",
            "special_attacks": "trample (2d8+15; DC 25)",
            "space": "15 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "30",
              "dex": "10",
              "con": "19",
              "int": "2",
              "wis": "13",
              "cha": "7"
            },
            "base_attack": "+8",
            "cmb": "+20",
            "cmd": "30 (34 vs. trip)",
            "feats": "Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)",
            "skills": "Perception +21",
            "environment": "warm plains",
            "organization": "solitary or herd (6-30)",
            "treasure": "none",
            "description": "These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.",
            "ecology": "These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewelry, statuettes, and trinkets for the wealthy.",
            "source": "Bestiary"
          },
          {
            "name": "Elephant, Mastodon",
            "creature_type": "Animal",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +24",
            "ac": "21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)",
            "hp": "133 (14d8+70)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+10",
              "will": "+7"
            },
            "speed": "40 ft.",
            "melee": "gore +21 (2d8+12), slam +20 (2d6+12)",
            "special_attacks": "trample (2d8+18, DC 29)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "34",
              "dex": "12",
              "con": "21",
              "int": "2",
              "wis": "13",
              "cha": "7"
            },
            "base_attack": "+10",
            "cmb": "+24",
            "cmd": "35 (39 vs. trip)",
            "feats": "Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (gore)",
            "skills": "Perception +24",
            "environment": "cold or temperate forests and plains",
            "organization": "solitary or herd (6-30)",
            "treasure": "none",
            "description": "This creature is larger than a normal elephant, with enormous sweeping tusks and shaggy brown fur on its body.",
            "ecology": "The great mastodons are primeval cousins of elephants. Their large tusks dwarf those of regular elephants, jutting outward and then curving back toward one another at the tips. Shaggy woolly mammoths are a mastodon variant adapted to cold environments, but have the same statistics.\n\nAnimal Companion — Elephant/Mastodon: Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7; Special Qualities low-light vision, scent. 7th-Level Advancement: Large; AC +3 natural armor; Attack gore (2d6), slam (1d8); Ability Scores +8 Str, -2 Dex, +4 Con; Special Qualities trample (2d6).",
            "source": "Bestiary"
          },
          {
            "name": "Ettercap",
            "creature_type": "Aberration",
            "cr": "3",
            "xp": "800",
            "alignment": "NE",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision; Perception +9",
            "languages": "Common",
            "ac": "15, touch 13, flat-footed 12 (+3 Dex, +2 natural)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+4",
              "will": "+6"
            },
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)",
            "special_attacks": "traps, web (+6 ranged, DC 15, hp 4)",
            "special_qualities": "spider empathy +7",
            "ability_scores": {
              "str": "14",
              "dex": "17",
              "con": "17",
              "int": "6",
              "wis": "15",
              "cha": "8"
            },
            "base_attack": "+3",
            "cmb": "+5",
            "cmd": "18",
            "feats": "Great Fortitude, Improved Initiative",
            "skills": "Climb +14, Craft (trapmaking) +8, Perception +9, Stealth +7",
            "racial_modifiers": "+8 on Craft (trapmaking)",
            "environment": "temperate forests",
            "organization": "solitary, pair, or nest (3-6 plus 2-8 giant spiders)",
            "treasure": "standard",
            "description": "This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Ettercap Venom.",
                "affliction": {
                  "name": "Ettercap Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 10 rounds",
                  "effect": "1d2 Dexterity",
                  "save": "Fortitude DC 15",
                  "cure": "2 consecutive saves"
                }
              },
              {
                "name": "Spider Empathy",
                "type": "Ex",
                "description": "This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians."
              },
              {
                "name": "Traps",
                "type": "Ex",
                "description": "The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time."
              }
            ],
            "tables": [
              {
                "name": "Ettercap Traps",
                "headers": [
                  "Trap",
                  "CR",
                  "Trigger",
                  "Effect",
                  "Perception",
                  "Disable Device",
                  "Reset"
                ],
                "rows": [
                  [
                    "Ettercap Deadfall",
                    "3",
                    "location",
                    "Atk +10 melee (4d6), multiple targets (all targets in a 10-ft. square).",
                    "DC 20",
                    "DC 20",
                    "repair"
                  ],
                  [
                    "Ettercap Noose",
                    "1",
                    "location",
                    "Atk +15 CMB check (grapple).",
                    "DC 20",
                    "DC 20",
                    "repair"
                  ],
                  [
                    "Ettercap Spear Trap",
                    "2",
                    "location",
                    "Atk +15 ranged (1d8+1/×3)",
                    "DC 20",
                    "DC 20",
                    "repair"
                  ]
                ]
              }
            ],
            "ecology": "Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians.\n\nEttercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free.",
            "source": "Bestiary"
          },
          {
            "name": "Ettin",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CE",
            "size": "Large",
            "init": "+3",
            "senses": "low-light vision; Perception +12",
            "languages": "pidgin of Giant, Goblin, and Orc",
            "ac": "18, touch 8, flat-footed 18 (+2 armor, -1 Dex, +8 natural, -1 size)",
            "hp": "65 (10d8+20)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+2",
              "will": "+5"
            },
            "speed": "40 ft.",
            "melee": "2 flails +12/+7 (2d6+6)",
            "ranged": "2 javelins +5 (1d8+6)",
            "special_attacks": "superior two-weapon fighting",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "23",
              "dex": "8",
              "con": "15",
              "int": "6",
              "wis": "10",
              "cha": "11"
            },
            "base_attack": "+7",
            "cmb": "+14",
            "cmd": "23",
            "feats": "Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack",
            "skills": "Handle Animal +8, Perception +12",
            "racial_modifiers": "+4 on Perception",
            "environment": "cold hills",
            "organization": "solitary, pair, gang (3-6), troupe (1-2 plus 1-2 brown bears), band (3-6 plus 1-2 brown bears), or colony (3-6 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)",
            "treasure": "standard (leather armor, 2 flails, 4 javelins, other treasure)",
            "description": "This lumbering, filthy, two-headed giant wears tattered remnants of leather armor and clutches a large flail in each fist.",
            "special_abilities": [
              {
                "name": "Superior Two-Weapon Fighting",
                "type": "Ex",
                "description": "An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons."
              }
            ],
            "ecology": "Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads provide them with unparalleled powers of perception, making them excellent guards.\n\nEttins superficially resemble hill or stone giants, although their tusked facial features betray orc blood in their lineage. They have pinkish-brown skin, but ettins never bathe if they can help it, which usually leaves them so grimy and dirty their skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.\n\nEttins have no language of their own but speak a pidgin of Giant, Goblin, and Orc. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: if the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.\n\nThough ettins aren't very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a fight, but once the battle has started, an ettin fights furiously until all enemies are dead.\n\nEttins lead solitary lives, establishing lairs in secluded rocky caves and hollows, often surrounded by pits and trenches. Ettins sometimes keep cave bears as pets and guardians for their lairs.\n\nA particularly powerful ettin may attract a gang of a few followers, possibly with several goblin or orc allies. Such gatherings are the exception rather than the rule, however, and seldom last long, with individual ettins going their separate ways when opportunities for pillage and plunder decrease or if the leader is killed.\n\nMated couples usually come together to breed for only a short time before going off on their own again. Young ettins mature quickly, reaching adult size within a year, when they are kicked out to fend for themselves.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Black, Young",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+6",
            "senses": "dragon senses; Perception +14",
            "languages": "Draconic",
            "ac": "21, touch 12, flat-footed 19 (+2 Dex, +9 natural)",
            "hp": "76 (8d12+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+7"
            },
            "immune": "acid, paralysis, sleep",
            "speed": "60 ft., fly 150 ft. (average), swim 60 ft.",
            "melee": "bite +13 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)",
            "special_attacks": "breath weapon (60-ft. line, DC 17, 6d6 acid)",
            "special_qualities": "speak with reptiles, swamp stride, water breathing",
            "ability_scores": {
              "str": "19",
              "dex": "14",
              "con": "17",
              "int": "10",
              "wis": "13",
              "cha": "10"
            },
            "base_attack": "+8",
            "cmb": "+12",
            "cmd": "24 (28 vs. trip)",
            "feats": "Alertness, Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)",
            "skills": "Fly +13, Handle Animal +8, Intimidate +11, Perception +14, Stealth +16, Swim +23",
            "environment": "warm marshes",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Speak with Reptiles",
                "type": "Sp",
                "description": "A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals."
              },
              {
                "name": "Swamp Stride",
                "type": "Ex",
                "description": "A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Black — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Swamp stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Speak with reptiles",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Darkness",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "1st"
                  ],
                  [
                    "Adult",
                    "Corrupt water, frightful presence",
                    "3rd"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "5th"
                  ],
                  [
                    "Old",
                    "Acidic bite, plant growth",
                    "7th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "9th"
                  ],
                  [
                    "Ancient",
                    "Acid pool, insect plague",
                    "11th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "13th"
                  ],
                  [
                    "Great wyrm",
                    "Charm reptiles",
                    "15th"
                  ]
                ]
              }
            ],
            "ecology": "Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard full of coins, gemstones, jewelry, and other objects made from stone or metal.\n\nA black dragon gains additional spell-like abilities as it ages: darkness (radius 10 feet per age category) at Juvenile, plant growth at Old, and insect plague at Ancient, each usable at will. A great wyrm black dragon can also use charm reptiles (as mass charm monster, affecting only reptilian animals) three times per day.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Black, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "11",
            "xp": "12,800",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "dragon senses; Perception +24",
            "languages": "Common, Draconic, Giant",
            "ac": "28, touch 10, flat-footed 27 (+1 Dex, +18 natural, -1 size)",
            "hp": "161 (14d12+70)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+10",
              "will": "+12"
            },
            "immune": "acid, paralysis, sleep",
            "aura": "frightful presence (180 ft., DC 19)",
            "sr": "22",
            "dr": "5/magic",
            "speed": "60 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +21 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15 (1d6+3), tail +15 (1d8+10)",
            "special_attacks": "breath weapon (80-ft. line, DC 22, 12d6 acid), corrupt water",
            "special_qualities": "speak with reptiles, swamp stride, water breathing",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 14th) At will—darkness (60-ft. radius)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 3rd) 1st (6/day)—alarm, mage armor, obscuring mist; 0 (at will)—dancing lights, detect magic, mending, message, read magic"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "21",
              "int": "14",
              "wis": "17",
              "cha": "14"
            },
            "base_attack": "+14",
            "cmb": "+22",
            "cmd": "33 (37 vs. trip)",
            "feats": "Alertness, Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)",
            "skills": "Fly +12, Handle Animal +16, Intimidate +19, Knowledge (arcana) +19, Perception +24, Spellcraft +19, Stealth +20, Swim +32",
            "environment": "warm marshes",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Corrupt Water",
                "type": "Sp",
                "description": "Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence."
              },
              {
                "name": "Speak with Reptiles",
                "type": "Sp",
                "description": "A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals."
              },
              {
                "name": "Swamp Stride",
                "type": "Ex",
                "description": "A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Black — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Swamp stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Speak with reptiles",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Darkness",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "1st"
                  ],
                  [
                    "Adult",
                    "Corrupt water, frightful presence",
                    "3rd"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "5th"
                  ],
                  [
                    "Old",
                    "Acidic bite, plant growth",
                    "7th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "9th"
                  ],
                  [
                    "Ancient",
                    "Acid pool, insect plague",
                    "11th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "13th"
                  ],
                  [
                    "Great wyrm",
                    "Charm reptiles",
                    "15th"
                  ]
                ]
              }
            ],
            "ecology": "Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard full of coins, gemstones, jewelry, and other objects made from stone or metal.\n\nA black dragon gains additional spell-like abilities as it ages: darkness (radius 10 feet per age category) at Juvenile, plant growth at Old, and insect plague at Ancient, each usable at will. A great wyrm black dragon can also use charm reptiles (as mass charm monster, affecting only reptilian animals) three times per day.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Black, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "16",
            "xp": "76,800",
            "alignment": "CE",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses; Perception +34",
            "languages": "Common, Draconic, Giant, Goblin, Orc",
            "ac": "38, touch 8, flat-footed 38 (+30 natural, -2 size)",
            "hp": "297 (22d12+154)",
            "saving_throws": {
              "fort": "+20",
              "ref": "+13",
              "will": "+18"
            },
            "immune": "acid, paralysis, sleep",
            "aura": "frightful presence (300 ft., DC 25)",
            "sr": "27",
            "dr": "15/magic",
            "speed": "60 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +32 (2d8+16 plus 4d6 acid), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail +29 (2d6+16)",
            "special_attacks": "acid pool (50-ft. radius), acidic bite, breath weapon (100-ft. line, DC 28, 20d6 acid), corrupt water, crush",
            "special_qualities": "speak with reptiles, swamp stride, water breathing",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 22nd) At will—darkness (100-ft. radius), insect plague, plant growth"
              },
              {
                "type": "Spells Known",
                "text": "(CL 11th) 5th (4/day)—cone of cold (DC 19), wall of force; 4th (7/day)—arcane eye, black tentacles, dimension door; 3rd (7/day)—dispel magic, heroism, hold person (DC 17), slow (DC 17); 2nd (7/day)—blur, glitterdust (DC 16), invisibility, summon swarm, whispering wind; 1st (7/day)—alarm, mage armor, magic missile, obscuring mist, true strike; 0 (at will)—dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, read magic, resistance"
              }
            ],
            "ability_scores": {
              "str": "33",
              "dex": "10",
              "con": "25",
              "int": "18",
              "wis": "21",
              "cha": "18"
            },
            "base_attack": "+22",
            "cmb": "+35",
            "cmd": "45 (49 vs. trip)",
            "feats": "Alertness, Combat Expertise, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)",
            "skills": "Fly +17, Handle Animal +26, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (geography) +29, Perception +34, Spellcraft +29, Stealth +23, Swim +44",
            "environment": "warm marshes",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Acid Pool",
                "type": "Su",
                "description": "An ancient or older black dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 5 feet per age category of the dragon. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon's breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface."
              },
              {
                "name": "Acidic Bite",
                "type": "Su",
                "description": "At old age, a black dragon's bite deals an additional 2d6 points of acid damage. An ancient dragon's damage increases to 4d6, and a great wyrm's to 6d6."
              },
              {
                "name": "Corrupt Water",
                "type": "Sp",
                "description": "Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence."
              },
              {
                "name": "Speak with Reptiles",
                "type": "Sp",
                "description": "A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals."
              },
              {
                "name": "Swamp Stride",
                "type": "Ex",
                "description": "A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Black — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Swamp stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Speak with reptiles",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Darkness",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "1st"
                  ],
                  [
                    "Adult",
                    "Corrupt water, frightful presence",
                    "3rd"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "5th"
                  ],
                  [
                    "Old",
                    "Acidic bite, plant growth",
                    "7th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "9th"
                  ],
                  [
                    "Ancient",
                    "Acid pool, insect plague",
                    "11th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "13th"
                  ],
                  [
                    "Great wyrm",
                    "Charm reptiles",
                    "15th"
                  ]
                ]
              }
            ],
            "ecology": "Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard full of coins, gemstones, jewelry, and other objects made from stone or metal.\n\nA black dragon gains additional spell-like abilities as it ages: darkness (radius 10 feet per age category) at Juvenile, plant growth at Old, and insect plague at Ancient, each usable at will. A great wyrm black dragon can also use charm reptiles (as mass charm monster, affecting only reptilian animals) three times per day.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Blue, Young",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "9",
            "xp": "6,400",
            "alignment": "LE",
            "size": "Large",
            "init": "+5",
            "senses": "dragon senses; Perception +14",
            "languages": "Common, Draconic",
            "ac": "21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)",
            "hp": "95 (10d12+30)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+8",
              "will": "+8"
            },
            "immune": "electricity, paralysis, sleep",
            "speed": "40 ft., burrow 20 ft., fly 200 ft. (poor)",
            "melee": "bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 (1d6+2), tail slap +12 (1d8+7)",
            "special_attacks": "breath weapon (80-ft. line, DC 18, 6d8 electricity), desert thirst (DC 16)",
            "special_qualities": "sound imitation",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 10th) At will—ghost sound (DC 11)"
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "12",
              "con": "17",
              "int": "12",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+10",
            "cmb": "+16",
            "cmd": "27 (31 vs. trip)",
            "feats": "Dazzling Display, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)",
            "skills": "Bluff +14, Fly +8, Intimidate +14, Knowledge (local) +14, Perception +14, Stealth +10, Survival +14",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Desert Thirst",
                "type": "Su",
                "description": "A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save or be destroyed. The save DC is Charisma-based."
              },
              {
                "name": "Sound Imitation",
                "type": "Ex",
                "description": "A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Blue — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Desert thirst, immune to electricity",
                    "—"
                  ],
                  [
                    "Very young",
                    "Sound imitation",
                    "—"
                  ],
                  [
                    "Young",
                    "Ghost sound",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Minor image",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Electricity aura, Ventriloquism",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Mirage, Hallucinatory terrain",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Storm breath, Veil",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Sandstorm, Mirage arcana",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.\n\nA blue dragon gains additional spell-like abilities as it ages: ghost sound at Young, minor image at Juvenile, ventriloquism at Adult, hallucinatory terrain at Old, veil at Ancient, and mirage arcana at Great Wyrm, each usable at will.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Blue, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "13",
            "xp": "25,600",
            "alignment": "LE",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses; Perception +22",
            "languages": "Auran, Common, Draconic, Giant",
            "ac": "28, touch 8, flat-footed 28 (+20 natural, -2 size)",
            "hp": "184 (16d12+80)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+10",
              "will": "+13"
            },
            "immune": "electricity, paralysis, sleep",
            "aura": "electricity (5 ft., 1d6 elect.), frightful presence (180 ft., DC 21)",
            "sr": "24",
            "dr": "5/magic",
            "speed": "40 ft., burrow 20 ft., fly 200 ft. (poor)",
            "melee": "bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (2d6+12)",
            "special_attacks": "breath weapon (100-ft. line, DC 23, 12d8 electricity), crush, desert thirst (DC 21)",
            "special_qualities": "sound imitation",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 16th) At will—ghost sound (DC 13), minor image (DC 15), ventriloquism (DC 14)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 5th) 2nd (5/day)—invisibility, resist energy; 1st (7/day)—alarm, mage armor, shield, true strike; 0 (at will)—arcane mark, detect magic, mage hand, mending, read magic, resistance"
              }
            ],
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "21",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+16",
            "cmb": "+26",
            "cmd": "36 (40 vs. trip)",
            "feats": "Combat Casting, Dazzling Display, Deadly Stroke, Hover, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)",
            "skills": "Bluff +22, Fly +11, Intimidate +22, Knowledge (local) +22, Knowledge (geography) +22, Perception +22, Spellcraft +22, Stealth +11, Survival +22",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Desert Thirst",
                "type": "Su",
                "description": "A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save or be destroyed. The save DC is Charisma-based."
              },
              {
                "name": "Electricity Aura",
                "type": "Su",
                "description": "An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Sound Imitation",
                "type": "Ex",
                "description": "A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Blue — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Desert thirst, immune to electricity",
                    "—"
                  ],
                  [
                    "Very young",
                    "Sound imitation",
                    "—"
                  ],
                  [
                    "Young",
                    "Ghost sound",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Minor image",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Electricity aura, Ventriloquism",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Mirage, Hallucinatory terrain",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Storm breath, Veil",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Sandstorm, Mirage arcana",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.\n\nA blue dragon gains additional spell-like abilities as it ages: ghost sound at Young, minor image at Juvenile, ventriloquism at Adult, hallucinatory terrain at Old, veil at Ancient, and mirage arcana at Great Wyrm, each usable at will.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Blue, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "18",
            "xp": "153,600",
            "alignment": "LE",
            "size": "Gargantuan",
            "init": "+3",
            "senses": "dragon senses; Perception +32",
            "languages": "Auran, Common, Draconic, Giant, Ignan, Infernal",
            "ac": "37, touch 5, flat-footed 37 (-1 Dex, +32 natural, -4 size)",
            "hp": "324 (24d12+168)",
            "saving_throws": {
              "fort": "+21",
              "ref": "+13",
              "will": "+19"
            },
            "immune": "electricity, paralysis, sleep",
            "aura": "electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)",
            "sr": "29",
            "dr": "15/magic",
            "speed": "40 ft., burrow 20 ft., fly 250 ft. (clumsy)",
            "melee": "bite +33 (4d6+18/19-20), 2 claws +32 (2d8+12), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)",
            "special_attacks": "breath weapon (120-ft. line, DC 29, 20d8 electricity), crush, desert thirst (DC 27), mirage, storm breath (DC 29, 20d8 electricity), tail sweep",
            "special_qualities": "sound imitation",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 24th) At will—ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 17), veil, ventriloquism (DC 16)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 13th) 6th (4/day)—forceful hand, mislead; 5th (7/day)—dream, persistent image, hold monster (DC 20); 4th (7/day)—dimension door, enervation, fire shield, stoneskin; 3rd (7/day)—dispel magic, displacement, haste, vampiric touch; 2nd (7/day)—darkness, false life, invisibility, resist energy, shatter; 1st (7/day)—alarm, mage armor, shield, true strike, unseen servant; 0 (at will)—arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance"
              }
            ],
            "ability_scores": {
              "str": "35",
              "dex": "8",
              "con": "25",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+24",
            "cmb": "+40",
            "cmd": "49 (53 vs. trip)",
            "feats": "Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Weapon Focus (bite)",
            "skills": "Bluff +32, Fly +10, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge (geography) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Desert Thirst",
                "type": "Su",
                "description": "A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save or be destroyed. The save DC is Charisma-based."
              },
              {
                "name": "Electricity Aura",
                "type": "Su",
                "description": "An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Mirage",
                "type": "Su",
                "description": "An old or older blue dragon can make itself appear to be in two places at once as a free action for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon can use its breath weapon through the mirage."
              },
              {
                "name": "Sound Imitation",
                "type": "Ex",
                "description": "A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check."
              },
              {
                "name": "Storm Breath",
                "type": "Su",
                "description": "An ancient or older blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the dragon's breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the dragon's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Blue — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Desert thirst, immune to electricity",
                    "—"
                  ],
                  [
                    "Very young",
                    "Sound imitation",
                    "—"
                  ],
                  [
                    "Young",
                    "Ghost sound",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Minor image",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Electricity aura, Ventriloquism",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Mirage, Hallucinatory terrain",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Storm breath, Veil",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Sandstorm, Mirage arcana",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.\n\nA blue dragon gains additional spell-like abilities as it ages: ghost sound at Young, minor image at Juvenile, ventriloquism at Adult, hallucinatory terrain at Old, veil at Ancient, and mirage arcana at Great Wyrm, each usable at will.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Green, Young",
            "creature_type": "Dragon",
            "creature_subtype": "air",
            "cr": "8",
            "xp": "4,800",
            "alignment": "LE",
            "size": "Large",
            "init": "+1",
            "senses": "dragon senses; Perception +15",
            "languages": "Common, Draconic",
            "ac": "20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)",
            "hp": "85 (9d12+27)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+7",
              "will": "+9"
            },
            "immune": "acid, paralysis, sleep",
            "speed": "40 ft., fly 200 ft. (poor), swim 40 ft.",
            "melee": "bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings +8 (1d6+2), tail slap +8 (1d8+7)",
            "special_attacks": "breath weapon (40-ft. cone, DC 17, 6d6 acid)",
            "special_qualities": "water breathing, woodland stride",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—entangle (DC 12)"
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "12",
              "con": "17",
              "int": "12",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "26 (30 vs. trip)",
            "feats": "Alertness, Cleave, Great Cleave, Iron Will, Power Attack",
            "skills": "Fly +7, Knowledge (nature) +13, Perception +15, Spellcraft +13, Stealth +9, Survival +13, Swim +25",
            "environment": "temperate forests",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              },
              {
                "name": "Woodland Stride",
                "type": "Ex",
                "description": "A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Green — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Woodland stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Entangle",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Charm person",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Trackless step, Suggestion",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Camouflage, Plant growth",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Miasma, Dominate person",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Awaken treants, Command plants",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Green, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "air",
            "cr": "12",
            "xp": "19,200",
            "alignment": "LE",
            "size": "Huge",
            "init": "+0",
            "senses": "dragon senses; Perception +25",
            "languages": "Common, Draconic, Elven, Sylvan",
            "ac": "27, touch 8, flat-footed 27 (+19 natural, -2 size)",
            "hp": "172 (15d12+75)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+9",
              "will": "+14"
            },
            "immune": "acid, paralysis, sleep",
            "aura": "frightful presence (180 ft., DC 20)",
            "sr": "23",
            "dr": "5/magic",
            "speed": "40 ft., fly 200 ft. (poor), swim 40 ft.",
            "melee": "bite +21 (2d8+12/19-20), 2 claws +21 (2d6+8/19-20), 2 wings +16 (1d8+4), tail slap +16 (2d6+12)",
            "special_attacks": "breath weapon (50-ft. cone, DC 22, 12d6 acid), crush (Small creatures, DC 22, 2d8+12)",
            "special_qualities": "trackless step, water breathing, woodland stride",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 15th) At will—charm person (DC 14), entangle (DC 14), suggestion (DC 16)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 5th) 2nd (5/day)—alter self, mirror image; 1st (7/day)—shield, silent image (DC 14), summon monster I, ventriloquism (DC 14); 0 (at will)—dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation"
              }
            ],
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "21",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+15",
            "cmb": "+25",
            "cmd": "35 (39 vs. trip)",
            "feats": "Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Iron Will, Power Attack",
            "skills": "Fly +10, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +25, Spellcraft +21, Stealth +10, Survival +21, Swim +34, Use Magic Device +21",
            "environment": "temperate forests",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Trackless Step",
                "type": "Ex",
                "description": "An adult or older green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              },
              {
                "name": "Woodland Stride",
                "type": "Ex",
                "description": "A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Green — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Woodland stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Entangle",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Charm person",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Trackless step, Suggestion",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Camouflage, Plant growth",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Miasma, Dominate person",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Awaken treants, Command plants",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Green, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "air",
            "cr": "17",
            "xp": "102,400",
            "alignment": "LE",
            "size": "Gargantuan",
            "init": "-1",
            "senses": "dragon senses; Perception +35",
            "languages": "Abyssal, Common, Draconic, Elven, Giant, Sylvan",
            "ac": "36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size)",
            "hp": "310 (23d12+161)",
            "saving_throws": {
              "fort": "+20",
              "ref": "+12",
              "will": "+20"
            },
            "immune": "acid, paralysis, sleep",
            "aura": "frightful presence (300 ft., DC 26)",
            "sr": "28",
            "dr": "15/magic",
            "speed": "40 ft., fly 250 ft. (clumsy), swim 40 ft.",
            "melee": "bite +31 (4d6+18/19-20), 2 claws +31 (2d8+12/19-20), 2 wings +29 (2d6+6), tail slap +29 (2d8+18)",
            "special_attacks": "breath weapon (60-ft. cone, DC 28, 20d6 acid), crush (Medium creatures, DC 28, 4d6+18), miasma, tail sweep",
            "special_qualities": "camouflage, trackless step, water breathing, woodland stride",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 23rd) At will—charm person (DC 16), dominate person (DC 20), entangle (DC 16), plant growth, suggestion (DC 18)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 13th) 6th (4/day)—disintegrate (DC 21), true seeing; 5th (7/day)—polymorph, summon monster V, teleport; 4th (7/day)—dimension door, ice storm, scrying (DC 19), stoneskin; 3rd (7/day)—dispel magic, displacement, fireball (DC 18), haste; 2nd (7/day)—alter self, detect thoughts (DC 17), locate object, mirror image, see invisibility; 1st (7/day)—magic missile, shield, silent image (DC 16), summon monster I, ventriloquism (DC 16); 0 (at will)—dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation"
              }
            ],
            "ability_scores": {
              "str": "35",
              "dex": "8",
              "con": "25",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+23",
            "cmb": "+39",
            "cmd": "48 (52 vs. trip)",
            "feats": "Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Improved Sunder, Iron Will, Multiattack, Power Attack",
            "skills": "Fly +9, Knowledge (arcane) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (planes) +31, Perception +35, Spellcraft +31, Stealth +13, Survival +31, Swim +46, Use Magic Device +31",
            "environment": "temperate forests",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Camouflage",
                "type": "Ex",
                "description": "An old or older green dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment."
              },
              {
                "name": "Miasma",
                "type": "Su",
                "description": "An ancient or older green dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the dragon's breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round."
              },
              {
                "name": "Trackless Step",
                "type": "Ex",
                "description": "An adult or older green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged."
              },
              {
                "name": "Woodland Stride",
                "type": "Ex",
                "description": "A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Green — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Woodland stride",
                    "—"
                  ],
                  [
                    "Young",
                    "Entangle",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Charm person",
                    "1st"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "3rd"
                  ],
                  [
                    "Adult",
                    "Trackless step, Suggestion",
                    "5th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "7th"
                  ],
                  [
                    "Old",
                    "Camouflage, Plant growth",
                    "9th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "11th"
                  ],
                  [
                    "Ancient",
                    "Miasma, Dominate person",
                    "13th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "15th"
                  ],
                  [
                    "Great wyrm",
                    "Awaken treants, Command plants",
                    "17th"
                  ]
                ]
              }
            ],
            "ecology": "Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Red, Young",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "10",
            "xp": "9,600",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "dragon senses, smoke vision; Perception +15",
            "languages": "Common, Draconic",
            "ac": "22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)",
            "hp": "115 (11d12+44)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+8",
              "will": "+10"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "speed": "40 ft., fly 200 ft. (poor)",
            "melee": "bite +17 (2d6+10), 2 claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10)",
            "special_attacks": "breath weapon (40-ft. cone, DC 19, 6d10 fire)",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 11th) At will—detect magic"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (3/day)—shield, true strike; 0 (at will)—mage hand, message, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "19",
              "int": "12",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+11",
            "cmb": "+19",
            "cmd": "30 (34 vs. trip)",
            "feats": "Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike",
            "skills": "Appraise +15, Bluff +15, Fly +9, Intimidate +15, Perception +15, Sense Motive +15, Stealth +11",
            "environment": "warm mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Smoke Vision",
                "type": "Ex",
                "description": "A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Red — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Smoke vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Detect magic",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Pyrotechnics",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Fire aura, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Manipulate flames, Wall of fire",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Melt stone, Find the path",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Incinerate, Discern location",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Red, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "14",
            "xp": "38,400",
            "alignment": "CE",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses, smoke vision; Perception +23",
            "languages": "Common, Draconic, Dwarven, Orc",
            "ac": "29, touch 8, flat-footed 29 (+21 natural, -2 size)",
            "hp": "212 (17d12+102)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+10",
              "will": "+15"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)",
            "sr": "25",
            "dr": "5/magic",
            "speed": "40 ft., fly 200 ft. (poor)",
            "melee": "bite +25 (2d8+15), 2 claws +25 (2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15)",
            "special_attacks": "breath weapon (50-ft. cone, DC 24, 12d10 fire), crush",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 17th) At will—detect magic, pyrotechnics (DC 15), suggestion (DC 16)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—dispel magic, haste; 2nd (7/day)—invisibility, resist energy, see invisibility; 1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike; 0 (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "31",
              "dex": "10",
              "con": "23",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+17",
            "cmb": "+29",
            "cmd": "39 (43 vs. trip)",
            "feats": "Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike",
            "skills": "Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12",
            "environment": "warm mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Fire Aura",
                "type": "Su",
                "description": "An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Smoke Vision",
                "type": "Ex",
                "description": "A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Red — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Smoke vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Detect magic",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Pyrotechnics",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Fire aura, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Manipulate flames, Wall of fire",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Melt stone, Find the path",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Incinerate, Discern location",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, Red, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "19",
            "xp": "204,800",
            "alignment": "CE",
            "size": "Gargantuan",
            "init": "+3",
            "senses": "dragon senses, smoke vision; Perception +33",
            "languages": "Abyssal, Common, Draconic, Dwarven, Giant, Orc",
            "ac": "38, touch 5, flat-footed 38 (-1 Dex, +33 natural, -4 size)",
            "hp": "362 (25d12+200)",
            "saving_throws": {
              "fort": "+22",
              "ref": "+13",
              "will": "+21"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "fire, frightful presence (300 ft., DC 27)",
            "sr": "30",
            "dr": "15/magic",
            "speed": "40 ft., fly 250 ft. (clumsy)",
            "melee": "bite +35 (4d6+21/19-20), 2 claws +35 (2d8+14), 2 wings +33 (2d6+7), tail slap +33 (2d8+21)",
            "special_attacks": "breath weapon (60-ft. cone, DC 30, 20d10 fire), crush, manipulate flames, melt stone, tail sweep",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 25th) At will—detect magic, find the path, pyrotechnics (DC 17), suggestion (DC 18), wall of fire"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (4/day)—limited wish, spell turning; 6th (6/day)—antimagic field, contingency, greater dispel magic; 5th (7/day)—polymorph, telekinesis (DC 20), teleport, wall of force; 4th (7/day)—fear (DC 19), fire shield, greater invisibility, stoneskin; 3rd (7/day)—dispel magic, displacement, haste, tongues; 2nd (7/day)—alter self, detect thoughts (DC 17), misdirection (DC 17), resist energy, see invisibility; 1st (8/day)—alarm, grease (DC 16), magic missile, shield, true strike; 0 (at will)—arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "39",
              "dex": "8",
              "con": "27",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+25",
            "cmb": "+43",
            "cmd": "52 (56 vs. trip)",
            "feats": "Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Vital Strike",
            "skills": "Appraise +33, Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana) +33, Knowledge (history) +33, Perception +33, Sense Motive +33, Spellcraft +33, Stealth +15",
            "environment": "warm mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Fire Aura",
                "type": "Su",
                "description": "An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Manipulate Flames",
                "type": "Su",
                "description": "An old or older red dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires."
              },
              {
                "name": "Melt Stone",
                "type": "Su",
                "description": "An ancient or older red dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage."
              },
              {
                "name": "Smoke Vision",
                "type": "Ex",
                "description": "A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Red — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Smoke vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Detect magic",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Frightful presence, Pyrotechnics",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Fire aura, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Manipulate flames, Wall of fire",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Melt stone, Find the path",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Incinerate, Discern location",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, White, Young",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+6",
            "senses": "dragon senses, snow vision; Perception +12",
            "languages": "Draconic",
            "ac": "20, touch 12, flat-footed 18 (+2 Dex, +8 natural)",
            "hp": "66 (7d12+21)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+7",
              "will": "+5"
            },
            "immune": "cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "speed": "30 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.",
            "melee": "bite +11 (1d8+6), 2 claws +11 (1d6+4), 2 wings +6 (1d4+2)",
            "special_attacks": "breath weapon (30-ft. cone, DC 16, 6d4 cold)",
            "special_qualities": "icewalking, ice shape",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "ability_scores": {
              "str": "19",
              "dex": "14",
              "con": "17",
              "int": "8",
              "wis": "11",
              "cha": "8"
            },
            "base_attack": "+7",
            "cmb": "+11",
            "cmd": "23 (27 vs. trip)",
            "feats": "Alertness, Flyby Attack, Improved Initiative, Power Attack",
            "skills": "Fly +12, Intimidate +9, Perception +12, Stealth +12, Swim +22",
            "environment": "cold mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Ice Shape",
                "type": "Su",
                "description": "A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice."
              },
              {
                "name": "Icewalking",
                "type": "Ex",
                "description": "This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice."
              },
              {
                "name": "Snow Vision",
                "type": "Ex",
                "description": "A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow."
              }
            ],
            "tables": [
              {
                "name": "Dragon, White — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Icewalking, cold subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Snow vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Ice shape",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Fog cloud",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance, Gust of wind",
                    "—"
                  ],
                  [
                    "Adult",
                    "Cold aura, frightful presence",
                    "1st"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "3rd"
                  ],
                  [
                    "Old",
                    "Freezing fog",
                    "5th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "7th"
                  ],
                  [
                    "Ancient",
                    "Blizzard, Wall of ice",
                    "9th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "11th"
                  ],
                  [
                    "Great wyrm",
                    "Ice tomb, Control weather",
                    "13th"
                  ]
                ]
              }
            ],
            "ecology": "Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, White, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "10",
            "xp": "9,600",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "dragon senses, snow vision; Perception +22",
            "languages": "Common, Draconic",
            "ac": "27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)",
            "hp": "149 (13d12+65)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+9",
              "will": "+10"
            },
            "immune": "cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "aura": "cold (5 ft., 1d6 cold damage), frightful presence (180 ft., DC 17)",
            "sr": "21",
            "dr": "5/magic",
            "speed": "30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +20 (2d6+10/19-20), 2 claws +19 (1d8+7), 2 wings +14 (1d6+3), tail slap +14 (1d8+10)",
            "special_attacks": "breath weapon (40-ft. cone, DC 21, 12d4 cold)",
            "special_qualities": "icewalking, ice shape",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 13th) At will—fog cloud, gust of wind"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—shield, true strike; 0 (at will)—dancing lights, detect magic, ray of frost, mending"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "21",
              "int": "12",
              "wis": "15",
              "cha": "12"
            },
            "base_attack": "+13",
            "cmb": "+21",
            "cmd": "32 (36 vs. trip)",
            "feats": "Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (bite)",
            "skills": "Fly +11, Intimidate +17, Knowledge (arcane) +17, Perception +22, Spellcraft +17, Stealth +13, Swim +31",
            "environment": "cold mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Cold Aura",
                "type": "Su",
                "description": "An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Ice Shape",
                "type": "Su",
                "description": "A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice."
              },
              {
                "name": "Icewalking",
                "type": "Ex",
                "description": "This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice."
              },
              {
                "name": "Snow Vision",
                "type": "Ex",
                "description": "A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow."
              }
            ],
            "tables": [
              {
                "name": "Dragon, White — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Icewalking, cold subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Snow vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Ice shape",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Fog cloud",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance, Gust of wind",
                    "—"
                  ],
                  [
                    "Adult",
                    "Cold aura, frightful presence",
                    "1st"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "3rd"
                  ],
                  [
                    "Old",
                    "Freezing fog",
                    "5th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "7th"
                  ],
                  [
                    "Ancient",
                    "Blizzard, Wall of ice",
                    "9th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "11th"
                  ],
                  [
                    "Great wyrm",
                    "Ice tomb, Control weather",
                    "13th"
                  ]
                ]
              }
            ],
            "ecology": "Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Chromatic, White, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "15",
            "xp": "51,200",
            "alignment": "CE",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses, snow vision; Perception +32",
            "languages": "Common, Draconic",
            "ac": "37, touch 8, flat-footed 37 (+29 natural, -2 size)",
            "hp": "283 (21d12+147)",
            "saving_throws": {
              "fort": "+19",
              "ref": "+14",
              "will": "+16"
            },
            "immune": "cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "aura": "cold (10 ft., 2d6 cold damage), frightful presence (300 ft., DC 23)",
            "sr": "26",
            "dr": "15/magic",
            "speed": "30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +31 (2d8+16/19-20), 2 claws +30 (2d6+11), 2 wings +25 (1d8+5), tail slap +25 (2d6+16)",
            "special_attacks": "blizzard, breath weapon (50-ft. cone, DC 27, 20d4 cold), crush, freezing fog (3/day, DC 19)",
            "special_qualities": "icewalking, ice shape",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 21st) At will—fog cloud, gust of wind, wall of ice (DC 17)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 9th) 4th (4/day)—charm monster (DC 17), dimension door; 3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16); 2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility; 1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike; 0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost"
              }
            ],
            "ability_scores": {
              "str": "33",
              "dex": "10",
              "con": "25",
              "int": "16",
              "wis": "19",
              "cha": "16"
            },
            "base_attack": "+21",
            "cmb": "+34",
            "cmd": "44 (48 vs. trip)",
            "feats": "Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)",
            "skills": "Fly +16, Intimidate +27, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +16, Swim +43",
            "environment": "cold mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Blizzard",
                "type": "Su",
                "description": "An ancient white dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does."
              },
              {
                "name": "Cold Aura",
                "type": "Su",
                "description": "An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6."
              },
              {
                "name": "Freezing Fog",
                "type": "Sp",
                "description": "An old white dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 6th-level spell."
              },
              {
                "name": "Ice Shape",
                "type": "Su",
                "description": "A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice."
              },
              {
                "name": "Icewalking",
                "type": "Ex",
                "description": "This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice."
              },
              {
                "name": "Snow Vision",
                "type": "Ex",
                "description": "A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow."
              }
            ],
            "tables": [
              {
                "name": "Dragon, White — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Icewalking, cold subtype",
                    "—"
                  ],
                  [
                    "Very young",
                    "Snow vision",
                    "—"
                  ],
                  [
                    "Young",
                    "Ice shape",
                    "—"
                  ],
                  [
                    "Juvenile",
                    "Fog cloud",
                    "—"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance, Gust of wind",
                    "—"
                  ],
                  [
                    "Adult",
                    "Cold aura, frightful presence",
                    "1st"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "3rd"
                  ],
                  [
                    "Old",
                    "Freezing fog",
                    "5th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "7th"
                  ],
                  [
                    "Ancient",
                    "Blizzard, Wall of ice",
                    "9th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "11th"
                  ],
                  [
                    "Great wyrm",
                    "Ice tomb, Control weather",
                    "13th"
                  ]
                ]
              }
            ],
            "ecology": "Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Brass, Young",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CG",
            "size": "Medium",
            "init": "+6",
            "senses": "blindsense 60 ft., dragon senses; Perception +14",
            "languages": "Common, Draconic, plus any 8 others",
            "ac": "21, touch 12, flat-footed 19 (+2 Dex, +9 natural)",
            "hp": "76 (8d12+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+7"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "speed": "60 ft., burrow 30 ft., fly 150 ft. (average)",
            "melee": "bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)",
            "special_attacks": "breath weapon (60-ft. line, DC 17, 6d4 fire), sleep breath",
            "special_qualities": "move sand",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) At will—speak with animals"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—charm person (DC 13), comprehend languages; 0 (at will)—dancing lights, detect magic, mage hand, message"
              }
            ],
            "ability_scores": {
              "str": "19",
              "dex": "14",
              "con": "17",
              "int": "12",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+8",
            "cmb": "+12",
            "cmd": "24 (28 vs. trip)",
            "feats": "Alertness, Hover, Improved Initiative, Spell Focus (enchant)",
            "skills": "Bluff +12, Diplomacy +12, Fly +13, Heal +12, Linguistics +12, Perception +14, Sense Motive +14",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Move Sand",
                "type": "Sp",
                "description": "A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell."
              },
              {
                "name": "Sleep Breath",
                "type": "Su",
                "description": "Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Brass — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, sleep breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Move sand",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Desert wind, Endure elements",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sandstorm, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Summon djinni, Whirlwind",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Consummate conversationalists, brass dragons prefer to talk instead of fight. Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Brass, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "11",
            "xp": "12,800",
            "alignment": "CG",
            "size": "Large",
            "init": "+5",
            "senses": "blindsense 60 ft., dragon senses; Perception +24",
            "languages": "Common, Draconic, plus any 14 others",
            "ac": "28, touch 10, flat-footed 27 (+1 Dex, +18 natural, -1 size)",
            "hp": "161 (14d12+70)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+10",
              "will": "+12"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "frightful presence (180 ft., DC 20)",
            "sr": "22",
            "speed": "60 ft., burrow 30 ft., fly 200 ft. (poor)",
            "melee": "bite +20 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15 (1d6+3), tail slap +15 (1d8+10)",
            "special_attacks": "breath weapon (80-ft. line, DC 22, 12d4 fire), desert wind, sleep breath",
            "special_qualities": "move sand",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 14th) At will—endure elements, speak with animals, suggestion (DC 18)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—hold person (DC 18), tongues; 2nd (7/day)—alter self, detect thoughts (DC 15), see invisibility; 1st (7/day)—alarm, charm person (DC 16), protection from evil, shield, ventriloquism; 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "21",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+14",
            "cmb": "+22",
            "cmd": "33 (37 vs. trip)",
            "feats": "Alertness, Flyby Attack, Hover, Greater Spell Focus (enchant), Improved Initiative, Power Attack, Spell Focus (enchant)",
            "skills": "Bluff +20, Diplomacy +20, Fly +12, Heal +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Survival +20",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Desert Wind",
                "type": "Su",
                "description": "A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to the dragon's breath weapon DC."
              },
              {
                "name": "Move Sand",
                "type": "Sp",
                "description": "A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell."
              },
              {
                "name": "Sleep Breath",
                "type": "Su",
                "description": "Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Brass — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, sleep breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Move sand",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Desert wind, Endure elements",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sandstorm, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Summon djinni, Whirlwind",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Consummate conversationalists, brass dragons prefer to talk instead of fight. Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Brass, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "16",
            "xp": "76,800",
            "alignment": "CG",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses; Perception +34",
            "languages": "Common, Draconic, plus any 22 others",
            "ac": "38, touch 8, flat-footed 38 (+30 natural, -2 size)",
            "hp": "297 (22d12+154)",
            "saving_throws": {
              "fort": "+20",
              "ref": "+13",
              "will": "+18"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "fire (10 ft., 1d6 fire), frightful presence (300 ft., DC 26)",
            "sr": "27",
            "dr": "15/magic",
            "speed": "60 ft., burrow 30 ft., fly 200 ft. (poor)",
            "melee": "bite +31 (2d8+16), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail slap +29 (2d6+16)",
            "special_attacks": "breath weapon (100-ft. line, DC 28, 20d4 fire), crush, desert wind, sandstorm, sleep breath",
            "special_qualities": "move sand",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 22nd) At will—control weather, control winds, endure elements, speak with animals, suggestion (DC 18)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (4/day)—greater teleport, power word blind; 6th (6/day)—forceful hand, geas, greater dispel magic; 5th (7/day)—contact other plane, dominate person (DC 22), mirage arcana, prying eyes; 4th (7/day)—charm monster (DC 21), confusion (DC 21), dimensional anchor, locate creature; 3rd (7/day)—displacement, heroism, hold person (DC 20), tongues; 2nd (7/day)—alter self, detect thoughts (DC 17), locate object, resist energy, see invisibility; 1st (8/day)—alarm, charm person (DC 18), protection from evil, shield, ventriloquism; 0 (at will)—arcane mark, dancing lights, detect magic, detect poison, ghost sound (DC 15), mage hand, message, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "33",
              "dex": "10",
              "con": "25",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+22",
            "cmb": "+35",
            "cmd": "45 (49 vs. trip)",
            "feats": "Alertness, Flyby Attack, Greater Spell Focus (enchant), Hover, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell, Spell Focus (enchant), Vital Strike",
            "skills": "Bluff +30, Diplomacy +30, Fly +17, Heal +30, Knowledge (local, history) +30, Linguistics +30, Perception +34, Sense Motive +34, Spellcraft +30, Survival +30",
            "environment": "warm deserts",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Desert Wind",
                "type": "Su",
                "description": "A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to the dragon's breath weapon DC."
              },
              {
                "name": "Fire Aura",
                "type": "Su",
                "description": "An old or older brass dragon is surrounded by an aura of intense heat. All creatures within 5 feet of the dragon take 1d6 points of fire damage at the beginning of the dragon's turn. An ancient brass dragon's aura extends to 10 feet. A great wyrm's damage increases to 2d6. A brass dragon can suppress or activate this aura at will as a free action."
              },
              {
                "name": "Move Sand",
                "type": "Sp",
                "description": "A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell."
              },
              {
                "name": "Sandstorm",
                "type": "Su",
                "description": "An ancient or older brass dragon can create a powerful sandstorm once per day as a full-round action. This storm has a radius of 1 mile and lasts for 1 minute per age category of the dragon. This functions as a sandstorm, except that it is also accompanied by windstorm-level winds."
              },
              {
                "name": "Sleep Breath",
                "type": "Su",
                "description": "Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Brass — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, sleep breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Move sand",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Desert wind, Endure elements",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Suggestion",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sandstorm, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Summon djinni, Whirlwind",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Consummate conversationalists, brass dragons prefer to talk instead of fight. Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Bronze, Young",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "9",
            "xp": "6,400",
            "alignment": "LG",
            "size": "Large",
            "init": "+1",
            "senses": "dragon senses; Perception +20",
            "languages": "Aquan, Common, Draconic, Elven",
            "ac": "21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)",
            "hp": "95 (10d12+30)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+8",
              "will": "+10"
            },
            "immune": "electricity, paralysis, sleep",
            "speed": "40 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +14 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 (1d6+2), tail +12 (1d8+7)",
            "special_attacks": "breath weapon (80-ft. line, DC 18, 6d6 electricity), repulsion breath",
            "special_qualities": "change shape, water breathing",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 10th) At will—speak with animals"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—alarm, obscuring mist; 0 (at will)—detect magic, light, message, resistance"
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "12",
              "con": "17",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+10",
            "cmb": "+16",
            "cmd": "27 (31 vs. trip)",
            "feats": "Alertness, Flyby Attack, Multiattack, Power Attack, Vital Strike",
            "skills": "Diplomacy +16, Fly +8, Intimidate +16, Knowledge (arcana) +16, Perception +20, Sense Motive +20, Spellcraft +16, Stealth +10, Swim +26",
            "environment": "temperate coastlines",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A young or older bronze dragon can take any animal or humanoid form 3/day as if using polymorph."
              },
              {
                "name": "Repulsion Breath",
                "type": "Su",
                "description": "Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Bronze — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to electricity, repulsion breath, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Change shape",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Wave mastery, Create food and water",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Electricity aura, Detect thoughts",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Vortex, Control water",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Tidal wave, Control weather",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Bronze, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "13",
            "xp": "25,600",
            "alignment": "LG",
            "size": "Huge",
            "init": "+0",
            "senses": "dragon senses; Perception +28",
            "languages": "Aquan, Common, Draconic, Elven, Gnome, 2 more",
            "ac": "28, touch 8, flat-footed 28 (+20 natural, -2 size)",
            "hp": "184 (16d12+80)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+10",
              "will": "+15"
            },
            "immune": "electricity, paralysis, sleep",
            "aura": "frightful presence (180 ft., DC 23)",
            "sr": "24",
            "dr": "5/magic",
            "speed": "40 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (2d6+12)",
            "special_attacks": "breath weapon (100-ft. line, DC 23, 12d6 electricity), crush, repulsion breath",
            "special_qualities": "change shape, water breathing, wave mastery",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 16th) At will—create food and water, fog cloud, speak with animals"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—dispel magic, slow (DC 18); 2nd (7/day)—blur, gust of wind, mirror image; 1st (8/day)—alarm, mage armor, obscuring mist, shield, true strike; 0 (at will)—detect magic, light, message, resistance, 2 more"
              }
            ],
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "21",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+16",
            "cmb": "+26",
            "cmd": "36 (40 vs. trip)",
            "feats": "Alertness, Cleave, Flyby Attack, Hover, Improved Vital Strike, Multiattack, Power Attack, Vital Strike",
            "skills": "Diplomacy +24, Fly +11, Handle Animals +21, Intimidate +24, Knowledge (arcana, geography) +24, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +11, Swim +35",
            "environment": "temperate coastlines",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A young or older bronze dragon can take any animal or humanoid form 3/day as if using polymorph."
              },
              {
                "name": "Repulsion Breath",
                "type": "Su",
                "description": "Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater."
              },
              {
                "name": "Wave Mastery",
                "type": "Su",
                "description": "For up to 10 minutes per age category per day, a juvenile bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Bronze — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to electricity, repulsion breath, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Change shape",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Wave mastery, Create food and water",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Electricity aura, Detect thoughts",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Vortex, Control water",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Tidal wave, Control weather",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Bronze, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "water",
            "cr": "18",
            "xp": "153,600",
            "alignment": "LG",
            "size": "Gargantuan",
            "init": "+3",
            "senses": "dragon senses; Perception +38",
            "languages": "Aquan, Common, Draconic, Elven, Gnome, 3 more",
            "ac": "37, touch 5, flat-footed 37 (-1 Dex, +32 natural, -4 size)",
            "hp": "324 (24d12+168)",
            "saving_throws": {
              "fort": "+21",
              "ref": "+13",
              "will": "+21"
            },
            "immune": "electricity, paralysis, sleep",
            "aura": "electricity aura, frightful presence (300 ft., DC 29)",
            "sr": "29",
            "dr": "15/magic",
            "speed": "40 ft., fly 250 ft. (clumsy), swim 60 ft.",
            "melee": "bite +32 (4d6+18/19-20), 2 claws +32 (2d8+12/19-20), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)",
            "special_attacks": "breath weapon (120-ft. line, DC 29, 20d6 electricity), crush, repulsion breath, tail sweep, vortex",
            "special_qualities": "change shape, water breathing, wave mastery",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 24th) At will—control water, create food and water, detect thoughts (DC 19), fog cloud, speak with animals"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (5/day)—spell turning, statue; 6th (7/day)—greater dispel magic, mass suggestion (DC 23), mislead; 5th (7/day)—dismissal, interposing hand, mind fog, teleport; 4th (7/day)—dimension door, ice storm, solid fog, stoneskin; 3rd (7/day)—dispel magic, heroism, slow (DC 20), suggestion; 2nd (8/day)—blur, gust of wind, invisibility, mirror image, web; 1st (8/day)—alarm, mage armor, obscuring mist, shield, true strike; 0 (at will)—detect magic, light, message, resistance, 2 more"
              }
            ],
            "ability_scores": {
              "str": "35",
              "dex": "8",
              "con": "25",
              "int": "24",
              "wis": "25",
              "cha": "24"
            },
            "base_attack": "+24",
            "cmb": "+40",
            "cmd": "49 (53 vs. trip)",
            "feats": "Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Critical (bite, claw), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Vital Strike",
            "skills": "Diplomacy +34, Fly +10, Handle Animals +31, Heal +34, Intimidate +34, Knowledge (arcana, geography, history) +34, Perception +38, Sense Motive +38, Spellcraft +34, Stealth +14, Swim +47",
            "environment": "temperate coastlines",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A young or older bronze dragon can take any animal or humanoid form 3/day as if using polymorph."
              },
              {
                "name": "Electricity Aura",
                "type": "Su",
                "description": "An old or older bronze dragon has an aura of electricity. All creatures within 5 feet take 1d6 points of electricity damage at the start of the dragon's turn. An ancient dragon's aura is 10 feet. A great wyrm's damage increases to 2d6. A bronze dragon can suppress this aura at will."
              },
              {
                "name": "Repulsion Breath",
                "type": "Su",
                "description": "Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect."
              },
              {
                "name": "Vortex",
                "type": "Ex",
                "description": "Once per day, an ancient or older bronze dragon can create a vortex as a standard action, just like an elder water elemental. A bronze dragon can maintain this vortex for 1 round per age category."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater."
              },
              {
                "name": "Wave Mastery",
                "type": "Su",
                "description": "For up to 10 minutes per age category per day, a juvenile bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Bronze — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to electricity, repulsion breath, water breathing",
                    "—"
                  ],
                  [
                    "Very young",
                    "Speak with animals",
                    "—"
                  ],
                  [
                    "Young",
                    "Change shape",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Wave mastery, Create food and water",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Electricity aura, Detect thoughts",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Vortex, Control water",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Tidal wave, Control weather",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Copper, Young",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "8",
            "xp": "4,800",
            "alignment": "CG",
            "size": "Medium",
            "init": "+6",
            "senses": "Perception +14",
            "languages": "Common, Draconic, Gnome",
            "ac": "22, touch 12, flat-footed 20 (+2 Dex, +10 natural)",
            "hp": "85 (9d12+27)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+8"
            },
            "immune": "acid, paralysis, sleep",
            "defensive_abilities": "uncanny dodge",
            "speed": "40 ft., fly 150 ft. (average); climb stone",
            "melee": "bite +13 (1d8+6/19-20), 2 claws +13 (1d6+4), 2 wings +8 (1d4+2)",
            "special_attacks": "breath weapon (60-ft. line, DC 17, 6d6 acid), slow breath (30-ft. cone, DC 17, slowed for 1d6+3 rounds)",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—grease (DC 13)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—alarm, silent image (DC 13); 0 (at will)—detect magic, ghost sound (DC 12), light, message"
              }
            ],
            "ability_scores": {
              "str": "19",
              "dex": "14",
              "con": "17",
              "int": "14",
              "wis": "15",
              "cha": "14"
            },
            "base_attack": "+9",
            "cmb": "+13",
            "cmd": "25 (29 vs. trip)",
            "feats": "Combat Expertise, Improved Critical (bite), Improved Initiative, Improved Trip, Power Attack",
            "skills": "Bluff +14, Craft (trap) +14, Fly +14, Perception +14, Perform (comedy) +11, Sense Motive +14, Stealth +14, Use Magic Device +14",
            "environment": "warm hills",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Climb Stone",
                "type": "Ex",
                "description": "A copper dragon can climb on stone surfaces as though using the spider climb spell."
              },
              {
                "name": "Slow Breath",
                "type": "Su",
                "description": "Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon."
              },
              {
                "name": "Uncanny Dodge",
                "type": "Ex",
                "description": "A young or older copper dragon is always looking out for an ambush. He can never be caught flat-footed. This ability functions like the rogue ability of the same name."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Copper — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, climb stone, slow breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Grease",
                    "—"
                  ],
                  [
                    "Young",
                    "Uncanny dodge",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Trap master, Hideous laughter",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Stone shape",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Slow aura, Transmute rock/mud",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Mass laughter, Wall of stone",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Deadly joke, Move earth",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Copper, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "12",
            "xp": "19,200",
            "alignment": "CG",
            "size": "Large",
            "init": "+5",
            "senses": "Perception +22",
            "languages": "Common, Draconic, Elven, Gnome, Halfling",
            "ac": "29, touch 10, flat-footed 28 (+1 Dex, +19 natural, -1 size)",
            "hp": "172 (15d12+75)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+10",
              "will": "+13"
            },
            "immune": "acid, paralysis, sleep",
            "defensive_abilities": "uncanny dodge",
            "aura": "frightful presence (180 ft., DC 21)",
            "sr": "23",
            "dr": "5/magic",
            "speed": "40 ft., fly 200 ft. (poor); climb stone",
            "melee": "bite +21 (2d6+10/19-20), 2 claws +21 (1d8+7/19-20), 2 wings +16 (1d6+3), tail +16 (1d8+10)",
            "special_attacks": "breath weapon (80-ft. line, DC 22, 12d6 acid), slow breath",
            "special_qualities": "trap master",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 15th) At will—grease (DC 15), hideous laughter (DC 16), stone shape"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—dispel magic, major image (DC 17); 2nd (7/day)—glitterdust (DC 16), invisibility, phantom trap; 1st (7/day)—alarm, identify, magic missile, shield, silent image (DC 15); 0 (at will)—detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "21",
              "int": "18",
              "wis": "19",
              "cha": "18"
            },
            "base_attack": "+15",
            "cmb": "+23",
            "cmd": "34 (38 vs. trip)",
            "feats": "Combat Expertise, Greater Trip, Improved Critical (bite, claw), Improved Initiative, Improved Trip, Power Attack, Vital Strike",
            "skills": "Bluff +22, Craft (traps) +28, Diplomacy +22, Fly +13, Perception +22, Perform (comedy) +19, Sense Motive +22, Spellcraft +22, Stealth +15, Use Magic Device +22",
            "environment": "warm hills",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Climb Stone",
                "type": "Ex",
                "description": "A copper dragon can climb on stone surfaces as though using the spider climb spell."
              },
              {
                "name": "Slow Breath",
                "type": "Su",
                "description": "Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon."
              },
              {
                "name": "Trap Master",
                "type": "Ex",
                "description": "A juvenile or older copper dragon receives a +1 bonus per age category on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he had the rogue's Trapfinding class feature."
              },
              {
                "name": "Uncanny Dodge",
                "type": "Ex",
                "description": "A young or older copper dragon is always looking out for an ambush. He can never be caught flat-footed. This ability functions like the rogue ability of the same name."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Copper — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, climb stone, slow breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Grease",
                    "—"
                  ],
                  [
                    "Young",
                    "Uncanny dodge",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Trap master, Hideous laughter",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Stone shape",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Slow aura, Transmute rock/mud",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Mass laughter, Wall of stone",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Deadly joke, Move earth",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Copper, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "earth",
            "cr": "17",
            "xp": "102,400",
            "alignment": "CG",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses; Perception +32",
            "languages": "Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling",
            "ac": "39, touch 8, flat-footed 39 (+31 natural, -2 size)",
            "hp": "310 (23d12+161)",
            "saving_throws": {
              "fort": "+20",
              "ref": "+13",
              "will": "+19"
            },
            "immune": "acid, paralysis, sleep",
            "defensive_abilities": "uncanny dodge",
            "aura": "frightful presence (300 ft., DC 27), slow",
            "sr": "28",
            "dr": "15/magic",
            "speed": "40 ft., fly 200 ft. (poor); climb stone",
            "melee": "bite +32 (2d8+16/19-20), 2 claws +32 (2d6+11/19-20), 2 wings +27 (1d8+5), tail slap +27 (2d6+16)",
            "special_attacks": "breath weapon (100-ft. line, DC 28, 20d6 acid), crush, mass laughter, slow breath",
            "special_qualities": "trap master",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 23rd) At will—grease (DC 17), hideous laughter (DC 18), stone shape, transmute mud to rock, transmute rock to mud, wall of stone"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (4/day)—reverse gravity, teleport object (DC 23); 6th (7/day)—antimagic field, mislead, programmed image (DC 23); 5th (7/day)—mind fog (DC 21), polymorph, sending, teleport; 4th (7/day)—confusion, rainbow pattern, stone shape, stoneskin; 3rd (7/day)—dispel magic, haste, suggestion (DC 19), tongues; 2nd (7/day)—glitterdust (DC 18), invisibility, phantom trap, pyrotechnics, see invisibility; 1st (8/day)—expeditious retreat, magic aura, obscuring mist, shield, silent image (DC 18); 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), light, mage hand, message, open/close, prestidigitation, read magic"
              }
            ],
            "ability_scores": {
              "str": "33",
              "dex": "10",
              "con": "25",
              "int": "22",
              "wis": "23",
              "cha": "22"
            },
            "base_attack": "+23",
            "cmb": "+36",
            "cmd": "46 (50 vs. trip)",
            "feats": "Combat Expertise, Greater Trip, Improved Critical (bite, claw), Improved Disarm, Improved Initiative, Improved Trip, Improved Vital Strike, Power Attack, Quicken Spell, Spell Focus (illusion), Vital Strike",
            "skills": "Bluff +32, Craft (traps) +42, Diplomacy +32, Fly +18, Knowledge (geography) +32, Knowledge (history) +32, Perception +32, Perform (comedy) +29, Sense Motive +32, Spellcraft +32, Stealth +18, Use Magic Device +32",
            "environment": "warm hills",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Climb Stone",
                "type": "Ex",
                "description": "A copper dragon can climb on stone surfaces as though using the spider climb spell."
              },
              {
                "name": "Mass Laughter",
                "type": "Sp",
                "description": "An ancient copper dragon can tell a fantastic joke once per day as a standard action. All creatures within 10 feet per age category must make a Will save or laugh for 1 round per age category, as if affected by hideous laughter. The save DC is Charisma-based. This is equal to a 6th-level spell."
              },
              {
                "name": "Slow Aura",
                "type": "Su",
                "description": "An old or older copper dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon must make a Will save or be affected as per slow for 1 round. An ancient dragon's aura extends to 10 feet. For great wyrm copper dragons, those opponents that fail their saves are slowed for 1d4 rounds. The DC of this save is equal to the dragon's breath weapon. A copper dragon can suppress or activate this aura at will as a free action."
              },
              {
                "name": "Slow Breath",
                "type": "Su",
                "description": "Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon."
              },
              {
                "name": "Trap Master",
                "type": "Ex",
                "description": "A juvenile or older copper dragon receives a +1 bonus per age category on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he had the rogue's Trapfinding class feature."
              },
              {
                "name": "Uncanny Dodge",
                "type": "Ex",
                "description": "A young or older copper dragon is always looking out for an ambush. He can never be caught flat-footed. This ability functions like the rogue ability of the same name."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Copper — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Immunity to acid, climb stone, slow breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Grease",
                    "—"
                  ],
                  [
                    "Young",
                    "Uncanny dodge",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Trap master, Hideous laughter",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Stone shape",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Slow aura, Transmute rock/mud",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Mass laughter, Wall of stone",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Deadly joke, Move earth",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Gold, Young",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "11",
            "xp": "12,800",
            "alignment": "LG",
            "size": "Large",
            "init": "+1",
            "senses": "dragon senses; Perception +22",
            "languages": "Common, Draconic, Elven, Halfling",
            "ac": "23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)",
            "hp": "126 (12d12+48)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+9",
              "will": "+13"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "speed": "60 ft., fly 200 ft. (poor), swim 60 ft.",
            "melee": "bite +18 (2d6+10), 2 claws +18 (1d8+7/19-20), 2 wings +16 (1d6+3), tail +16 (1d8+10)",
            "special_attacks": "breath weapon (40-ft. cone, DC 20, 6d10 fire), weakening breath",
            "special_qualities": "change shape, detect gems, fast flight",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 12th) At will—detect evil"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—mage armor, shield; 0 (at will)—detect magic, light, mending, stabilize"
              }
            ],
            "ability_scores": {
              "str": "25",
              "dex": "12",
              "con": "19",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+12",
            "cmb": "+20",
            "cmd": "31 (35 vs. trip)",
            "feats": "Alertness, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Vital Strike",
            "skills": "Diplomacy +18, Fly +10, Heal +18, Knowledge (local, religion) +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30",
            "environment": "warm plains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Detect Gems",
                "type": "Sp",
                "description": "A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones."
              },
              {
                "name": "Fast Flight",
                "type": "Ex",
                "description": "A young or older gold dragon is treated as one size category larger when determining his fly speed."
              },
              {
                "name": "Weakening Breath",
                "type": "Su",
                "description": "Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Gold — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, weakening breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Change shape, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Fast flight, Detect gems",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Bless",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Luck, Daylight",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Geas/quest",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sunburst",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Divine aid, Foresight",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid. A gold dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Gold, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "15",
            "xp": "51,200",
            "alignment": "LG",
            "size": "Huge",
            "init": "+0",
            "senses": "dragon senses; Perception +30",
            "languages": "Celestial, Common, Draconic, 3 more",
            "ac": "30, touch 8, flat-footed 30 (+22 natural, -2 size)",
            "hp": "225 (18d12+108)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+11",
              "will": "+18"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "frightful presence (180 ft., DC 24)",
            "sr": "26",
            "dr": "5/magic",
            "speed": "60 ft., fly 250 ft. (poor), swim 60 ft.",
            "melee": "bite +26 (2d8+15/19-20), 2 claws +26 (2d6+10/19-20), 2 wings +24 (1d8+5), tail +24 (2d6+15)",
            "special_attacks": "breath weapon (50-ft. cone, DC 25, 12d10 fire), crush, weakening breath",
            "special_qualities": "change shape, detect gems, fast flight, luck",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 18th) At will—bless, daylight, detect evil"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—dispel magic, prayer; 2nd (7/day)—aid, cure moderate wounds (DC 17), resist energy; 1st (7/day)—alarm, divine favor, mage armor, shield, shield of faith; 0 (at will)—detect magic, light, mending, stabilize, 3 more"
              }
            ],
            "ability_scores": {
              "str": "31",
              "dex": "10",
              "con": "23",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+18",
            "cmb": "+30",
            "cmd": "40 (44 vs. trip)",
            "feats": "Alertness, Critical Focus, Extend Spell, Improved Critical (bite, claw), Iron Will, Multiattack, Power Attack, Vital Strike",
            "skills": "Diplomacy +26, Fly +13, Heal +26, Knowledge (arcana, local, nobility, religion) +26, Perception +30, Sense Motive +30, Spellcraft +26, Swim +39",
            "environment": "warm plains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Detect Gems",
                "type": "Sp",
                "description": "A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones."
              },
              {
                "name": "Fast Flight",
                "type": "Ex",
                "description": "A young or older gold dragon is treated as one size category larger when determining his fly speed."
              },
              {
                "name": "Luck",
                "type": "Sp",
                "description": "Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell."
              },
              {
                "name": "Weakening Breath",
                "type": "Su",
                "description": "Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Gold — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, weakening breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Change shape, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Fast flight, Detect gems",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Bless",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Luck, Daylight",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Geas/quest",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sunburst",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Divine aid, Foresight",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid. A gold dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Gold, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "fire",
            "cr": "20",
            "xp": "307,200",
            "alignment": "LG",
            "size": "Gargantuan",
            "init": "-1",
            "senses": "dragon senses; Perception +40",
            "languages": "Celestial, Common, Draconic, 5 more",
            "ac": "39, touch 5, flat-footed 39 (-1 Dex, +34 natural, -4 size)",
            "hp": "377 (26d12+208)",
            "saving_throws": {
              "fort": "+23",
              "ref": "+14",
              "will": "+24"
            },
            "immune": "fire, paralysis, sleep",
            "weaknesses": "vulnerability to cold",
            "aura": "fire, frightful presence (300 ft., DC 30)",
            "sr": "31",
            "dr": "15/magic",
            "speed": "60 ft., fly 250 ft. (clumsy), swim 60 ft.",
            "melee": "bite +36 (4d6+21/19-20), 2 claws +36 (2d8+14/19-20), 2 wings +34 (2d6+7/19-20), tail +34 (2d8+21/19-20)",
            "special_attacks": "breath weapon (60-ft. cone, DC 31, 20d10 fire), crush, tail sweep, weakening breath",
            "special_qualities": "change shape, detect gems, fast flight, luck",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 26th) At will—bless, daylight, detect evil, geas/quest, sunburst (DC 25)"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (5/day)—greater teleport, resurrection; 6th (7/day)—antimagic field, greater dispel magic, heal; 5th (7/day)—dispel evil, plane shift, teleport, true seeing; 4th (7/day)—divination, restoration, spell immunity, stoneskin; 3rd (7/day)—dispel magic, haste, invisibility purge, prayer; 2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence; 1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith; 0 (at will)—detect magic, light, mending, stabilize, 6 more"
              }
            ],
            "ability_scores": {
              "str": "39",
              "dex": "8",
              "con": "27",
              "int": "24",
              "wis": "25",
              "cha": "24"
            },
            "base_attack": "+26",
            "cmb": "+44",
            "cmd": "53 (57 vs. trip)",
            "feats": "Alertness, Critical Focus, Extend Spell, Improved Critical (bite, claw, wing, tail), Iron Will, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Vital Strike",
            "skills": "Diplomacy +36, Fly +13, Heal +36, Knowledge (arcana, history, local, nobility, planes, religion) +36, Perception +40, Sense Motive +40, Spellcraft +36, Swim +51",
            "environment": "warm plains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Detect Gems",
                "type": "Sp",
                "description": "A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones."
              },
              {
                "name": "Fast Flight",
                "type": "Ex",
                "description": "A young or older gold dragon is treated as one size category larger when determining his fly speed."
              },
              {
                "name": "Fire Aura",
                "type": "Su",
                "description": "An old or older gold dragon is surrounded by an aura of fire. All creatures within 5 feet of the dragon take 1d6 points of fire damage at the beginning of the dragon's turn. An ancient gold dragon's aura extends to 10 feet. A great wyrm's damage increases to 2d6. The dragon can activate or suppress this aura as a free action."
              },
              {
                "name": "Luck",
                "type": "Sp",
                "description": "Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell."
              },
              {
                "name": "Weakening Breath",
                "type": "Su",
                "description": "Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half)."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Gold — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Fire subtype, weakening breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Change shape, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Fast flight, Detect gems",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Bless",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Luck, Daylight",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Fire aura, Geas/quest",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Sunburst",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "Divine aid, Foresight",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid. A gold dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Silver, Young",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "10",
            "xp": "9,600",
            "alignment": "LG",
            "size": "Large",
            "init": "+5",
            "senses": "dragon senses; Perception +17",
            "languages": "Auran, Common, Draconic, Giant",
            "ac": "22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)",
            "hp": "104 (11d12+33)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+8",
              "will": "+12"
            },
            "immune": "acid, cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "speed": "40 ft., fly 200 ft. (average); cloudwalking, graceful flight",
            "melee": "bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13 (1d8+7)",
            "special_attacks": "breath weapon (40-ft. cone, DC 18, 6d8 cold), paralyzing breath",
            "special_qualities": "change shape",
            "space": "10 ft.",
            "reach": "5 ft. (10 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 11th) At will—detect evil"
              },
              {
                "type": "Spells Known",
                "text": "(CL 1st) 1st (4/day)—alarm, true strike; 0 (at will)—detect magic, light, message, read magic"
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "12",
              "con": "17",
              "int": "16",
              "wis": "17",
              "cha": "16"
            },
            "base_attack": "+11",
            "cmb": "+17",
            "cmd": "28 (32 vs. trip)",
            "feats": "Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (bite)",
            "skills": "Acrobatics +12, Diplomacy +17, Fly +13, Heal +17, Intimidate +17, Knowledge (local) +17, Perception +17, Sense Motive +17, Spellcraft +17",
            "environment": "temperate mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A silver dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Cloudwalking",
                "type": "Su",
                "description": "A very young or older silver dragon can tread on clouds or fog as though on solid ground."
              },
              {
                "name": "Graceful Flight",
                "type": "Ex",
                "description": "A young or older silver dragon's aerial maneuverability is one step better than normal."
              },
              {
                "name": "Paralyzing Breath",
                "type": "Su",
                "description": "Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Silver — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Change shape, cold subtype, immune to acid, paralyzing breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Cloudwalking, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Graceful flight",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Fog vision, Feather fall",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Cold aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Reflective scales, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "True courage, Reverse gravity",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner. A silver dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Silver, Adult",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "14",
            "xp": "38,400",
            "alignment": "LG",
            "size": "Huge",
            "init": "+4",
            "senses": "dragon senses, fog vision; Perception +25",
            "languages": "Auran, Common, Draconic, Dwarven, Giant, Terran",
            "ac": "29, touch 8, flat-footed 29 (+21 natural, -2 size)",
            "hp": "195 (17d12+85)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+12",
              "will": "+17"
            },
            "immune": "acid, cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "aura": "frightful presence (180 ft., DC 23)",
            "sr": "25",
            "dr": "5/magic",
            "speed": "40 ft., fly 200 ft. (average); cloudwalking, graceful flight",
            "melee": "bite +24 (2d8+12), 2 claws +23 (2d6+8), 2 wings +21 (1d8+4), tail slap +21 (2d6+12)",
            "special_attacks": "breath weapon (50-ft. cone, DC 23, 12d8 cold), crush, paralyzing breath",
            "special_qualities": "change shape",
            "space": "15 ft.",
            "reach": "10 ft. (15 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 17th) At will—detect evil, feather fall, fog cloud"
              },
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—dispel magic, wind wall; 2nd (7/day)—augury, cure moderate wounds, web (DC 17); 1st (7/day)—alarm, bless, divine favor, shield, true strike; 0 (at will)—detect magic, flare, light, message, prestidigitation, read magic, stabilize"
              }
            ],
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "21",
              "int": "20",
              "wis": "21",
              "cha": "20"
            },
            "base_attack": "+17",
            "cmb": "+27",
            "cmd": "37 (41 vs. trip)",
            "feats": "Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)",
            "skills": "Acrobatics +17, Diplomacy +25, Fly +16, Heal +25, Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25, Sense Motive +25, Spellcraft +25",
            "environment": "temperate mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A silver dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Cloudwalking",
                "type": "Su",
                "description": "A very young or older silver dragon can tread on clouds or fog as though on solid ground."
              },
              {
                "name": "Fog Vision",
                "type": "Ex",
                "description": "A juvenile or older silver dragon can see perfectly well in fog and clouds."
              },
              {
                "name": "Graceful Flight",
                "type": "Ex",
                "description": "A young or older silver dragon's aerial maneuverability is one step better than normal."
              },
              {
                "name": "Paralyzing Breath",
                "type": "Su",
                "description": "Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Silver — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Change shape, cold subtype, immune to acid, paralyzing breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Cloudwalking, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Graceful flight",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Fog vision, Feather fall",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Cold aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Reflective scales, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "True courage, Reverse gravity",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner. A silver dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon, Metallic, Silver, Ancient",
            "creature_type": "Dragon",
            "creature_subtype": "cold",
            "cr": "19",
            "xp": "204,800",
            "alignment": "LG",
            "size": "Gargantuan",
            "init": "+3",
            "senses": "dragon senses, fog vision; Perception +35",
            "languages": "Auran, Common, Draconic, Dwarven, Elven, Halfling, Giant, Terran",
            "ac": "38, touch 5, flat-footed 38 (-1 Dex, +33 natural, -4 size)",
            "hp": "337 (25d12+175)",
            "saving_throws": {
              "fort": "+21",
              "ref": "+15",
              "will": "+23"
            },
            "immune": "acid, cold, paralysis, sleep",
            "weaknesses": "vulnerability to fire",
            "defensive_abilities": "reflective scales",
            "aura": "cold, frightful presence (300 ft., DC 29)",
            "sr": "30",
            "dr": "15/magic",
            "speed": "40 ft., fly 250 ft. (poor); cloudwalking, graceful flight",
            "melee": "bite +34 (4d6+18/19-20), 2 claws +33 (2d8+12), 2 wings +31 (2d6+6), tail slap +31 (2d8+18)",
            "special_attacks": "breath weapon (60-ft. cone, DC 29, 20d8 cold), crush, paralyzing breath, tail sweep",
            "special_qualities": "change shape",
            "space": "20 ft.",
            "reach": "15 ft. (20 ft. with bite)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 25th) At will—control weather, control winds, detect evil, feather fall, fog cloud"
              },
              {
                "type": "Spells Known",
                "text": "(CL 15th) 7th (5/day)—holy word (DC 24), repulsion (DC 24); 6th (7/day)—banishment (DC 23), greater dispel magic, heal; 5th (7/day)—break enchantment, flame strike (DC 22), plane shift, wall of force; 4th (7/day)—dimension door, freedom of movement, restoration, solid fog; 3rd (7/day)—cure serious wounds, dispel magic, hold person (DC 20), wind wall; 2nd (8/day)—augury, calm emotions (DC 19), cure moderate wounds, invisibility, web; 1st (8/day)—bless, divine favor, protection from evil, shield, true strike; 0 (at will)—detect magic, flare (DC 17), light, message, prestidigitation, read magic, stabilize, resistance, virtue"
              }
            ],
            "ability_scores": {
              "str": "35",
              "dex": "8",
              "con": "25",
              "int": "24",
              "wis": "25",
              "cha": "24"
            },
            "base_attack": "+25",
            "cmb": "+41",
            "cmd": "50 (54 vs. trip)",
            "feats": "Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell, Skill Focus (Fly), Vital Strike, Weapon Focus (bite)",
            "skills": "Acrobatics +24, Diplomacy +35, Fly +21, Heal +35, Intimidate +35, Knowledge (arcana, history, local, nobility, planes) +35, Perception +35, Sense Motive +35, Spellcraft +35",
            "environment": "temperate mountains",
            "organization": "solitary",
            "treasure": "triple",
            "special_abilities": [
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A silver dragon can assume any animal or humanoid form three times per day as if using polymorph."
              },
              {
                "name": "Cloudwalking",
                "type": "Su",
                "description": "A very young or older silver dragon can tread on clouds or fog as though on solid ground."
              },
              {
                "name": "Cold Aura",
                "type": "Su",
                "description": "An old or older silver dragon is surrounded by an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn. An ancient dragon's aura extends to 10 feet. A great wyrm's aura damage increases to 2d6. A silver dragon can suppress or activate this aura at will as a free action."
              },
              {
                "name": "Fog Vision",
                "type": "Ex",
                "description": "A juvenile or older silver dragon can see perfectly well in fog and clouds."
              },
              {
                "name": "Graceful Flight",
                "type": "Ex",
                "description": "A young or older silver dragon's aerial maneuverability is one step better than normal."
              },
              {
                "name": "Paralyzing Breath",
                "type": "Su",
                "description": "Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon."
              },
              {
                "name": "Reflective Scales",
                "type": "Su",
                "description": "Any spell that targets an ancient or older silver dragon but fails to penetrate the silver dragon's spell resistance might be reflected. If the caster level check to penetrate the dragon's spell resistance is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This otherwise functions as spell turning."
              }
            ],
            "tables": [
              {
                "name": "Dragon, Silver — Age Category",
                "headers": [
                  "Age Category",
                  "Special Abilities",
                  "Caster Level"
                ],
                "rows": [
                  [
                    "Wyrmling",
                    "Change shape, cold subtype, immune to acid, paralyzing breath",
                    "—"
                  ],
                  [
                    "Very young",
                    "Cloudwalking, Detect evil",
                    "—"
                  ],
                  [
                    "Young",
                    "Graceful flight",
                    "1st"
                  ],
                  [
                    "Juvenile",
                    "Fog vision, Feather fall",
                    "3rd"
                  ],
                  [
                    "Young adult",
                    "DR 5/magic, spell resistance",
                    "5th"
                  ],
                  [
                    "Adult",
                    "Frightful presence, Fog cloud",
                    "7th"
                  ],
                  [
                    "Mature adult",
                    "DR 10/magic",
                    "9th"
                  ],
                  [
                    "Old",
                    "Cold aura, Control winds",
                    "11th"
                  ],
                  [
                    "Very old",
                    "DR 15/magic",
                    "13th"
                  ],
                  [
                    "Ancient",
                    "Reflective scales, Control weather",
                    "15th"
                  ],
                  [
                    "Wyrm",
                    "DR 20/magic",
                    "17th"
                  ],
                  [
                    "Great wyrm",
                    "True courage, Reverse gravity",
                    "19th"
                  ]
                ]
              }
            ],
            "ecology": "Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner. A silver dragon can cast cleric spells as arcane spells.",
            "source": "Bestiary"
          },
          {
            "name": "Dragon Turtle",
            "creature_type": "Dragon",
            "creature_subtype": "aquatic",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+4",
            "senses": "low-light vision, darkvision 60 ft., scent; Perception +16",
            "languages": "Aquan, Common, Draconic",
            "ac": "23, touch 8, flat-footed 23 (+15 natural, -2 size)",
            "hp": "126 (12d12+48)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+8",
              "will": "+9"
            },
            "immune": "fire, sleep, paralysis",
            "speed": "20 ft., swim 30 ft.",
            "melee": "bite +18 (3d6+8), 2 claws +18 (2d6+8)",
            "special_attacks": "breath weapon, capsize",
            "space": "15 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "19",
              "int": "12",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+12",
            "cmb": "+22",
            "cmd": "32 (36 vs. trip)",
            "feats": "Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Initiative, Power Attack",
            "skills": "Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +7 (+15 in water), Survival +16, Swim +31",
            "racial_modifiers": "+8 Stealth in water",
            "environment": "temperate aquatic",
            "organization": "solitary",
            "treasure": "double",
            "description": "This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Capsize",
                "type": "Ex",
                "description": "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."
              }
            ],
            "ecology": "Dragon turtles make their homes in both salt and fresh water, where they rank among the biggest threats to sailors and those who travel by ship through the waterways of the world. Skilled mariners know the territory dragon turtles claim and frequently make offerings of gold and magic for safe passage or avoid the area entirely. For its part, a dragon turtle quickly grows to appreciate and even expect such tithes and gifts, and a dragon turtle that expects gifts but is ignored is a dangerous foe indeed.\n\nA dragon turtle's shell varies in color between individuals. Some have dull shells of brown and rust red, while others have carapaces of a deep green-blue color with silver highlights across the rocky ridges. The coloration of the head, tail, and legs is slightly paler than the shell and contains golden streaks along the crest and spines.\n\nDragon turtles claim vast territories in the open seas, encompassing regions often in excess of 50 square miles. Here, these dangerous beasts capsize ships that fail to respect their territories, adding the sunken wrecks and their valuable cargoes to their lairs. Dragon turtles generally make their homes in deep caves only accessible through the water, and often decorate their lairs not only with the wealth seized from ships they've sunk, but the wrecks of these unfortunate ships themselves. Their territorial natures and fondness for these types of lairs put them in direct conflict with other undersea races such as merfolk and sahuagin.\n\nLarge fish, such as tuna, sturgeons, and even sharks, rank among dragon turtles' favorite foods, but being omnivores, they also sometimes feed on large undersea fields of seaweed. They certainly aren't above supplementing their diets with the passengers of ships they sink, although such feeding is not borne of any intrinsic evil or cruelty. Dragon turtles possess shells 15 feet in diameter, with their appendages stretching a few feet further, and measure over 25 feet long from the tip of their noses to the ends of their powerful tails.",
            "source": "Bestiary"
          },
          {
            "name": "Flytrap, Giant",
            "creature_type": "Plant",
            "cr": "10",
            "xp": "9,600",
            "alignment": "N",
            "size": "Huge",
            "init": "+8",
            "senses": "low-light vision, tremorsense 60 ft.; Perception +10",
            "ac": "22, touch 12, flat-footed 18 (+4 Dex, +10 natural, -2 size)",
            "hp": "149 (13d8+91)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+8",
              "will": "+5"
            },
            "immune": "plant traits",
            "resist": "acid 20",
            "speed": "10 ft.",
            "melee": "4 bites +15 (1d8+7 plus grab)",
            "special_attacks": "engulf",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "25",
              "dex": "18",
              "con": "25",
              "int": "1",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+9",
            "cmb": "+18 (+22 grapple)",
            "cmd": "32 (can't be tripped)",
            "feats": "Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)",
            "skills": "Perception +10, Stealth +9 (+17 in undergrowth)",
            "racial_modifiers": "+8 Stealth in undergrowth",
            "environment": "temperate swamps",
            "organization": "solitary, pair, or grove (3-6)",
            "treasure": "incidental",
            "description": "This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws.",
            "special_abilities": [
              {
                "name": "Engulf",
                "type": "Ex",
                "description": "If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant's jaws, the flytrap's victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered."
              }
            ],
            "ecology": "A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. Local legends call this plant names like \"mancatcher,\" \"snapperjaw plant,\" \"dragonleaf plant,\" \"cowbiter,\" and \"green gulper,\" but adventurers know it simply as the giant flytrap.\n\nAs the giant flytrap's prey are generally much smarter than insects, this huge plant has evolved into a much more aggressive hunter than its smaller brethren. It can lumber slowly along the ground, using its writhing roots like tentacles to relocate to more populous hunting grounds, and is quite canny at blending in with the surrounding foliage. A giant flytrap's jaws and stalks are swift-moving—it reaches out and snaps at passersby with lightning speed. The plant itself even has a modicum of intelligence, and is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe.\n\nWhile most giant flytraps have four sets of jaws, some can have as few as one, and others eight or more. As a general rule, you should increase a giant flytrap's HD by 2 and its natural armor bonus by +1 for each additional bite attack you give it, increasing its CR by +1 for each time you increase its attacks and HD in this manner. If you increase the plant by more than 3 or 4 bites (and thus by more than 6 or 8 Hit Dice), consult Table: Monster Statistics by CR to make sure that the plant's CR remains appropriate.\n\nA giant flytrap's stalks are 20 feet long, but generally sprawl relatively close to the central mass—a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Frog, Giant",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +3",
            "ac": "12, touch 11, flat-footed 11 (+1 Dex, +1 natural)",
            "hp": "15 (2d8+6)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+6",
              "will": "-1"
            },
            "speed": "30 ft., swim 30 ft.",
            "melee": "bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)",
            "special_attacks": "pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue",
            "space": "5 ft.",
            "reach": "5 ft. (15 ft. with tongue)",
            "ability_scores": {
              "str": "15",
              "dex": "13",
              "con": "16",
              "int": "1",
              "wis": "8",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+3 (+7 grapple)",
            "cmd": "14 (18 vs. trip)",
            "feats": "Lightning Reflexes",
            "skills": "Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10",
            "racial_modifiers": "+4 Acrobatics (+8 jumping), +4 Stealth",
            "environment": "temperate or warm marshes and aquatic",
            "organization": "solitary, pair, or army (3-8)",
            "treasure": "none",
            "description": "This creature looks like a normal frog, with moist, mottled, blackish-green skin, but grown to truly monstrous size.",
            "special_abilities": [
              {
                "name": "Tongue",
                "type": "Ex",
                "description": "A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner."
              }
            ],
            "ecology": "Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds.\n\nAnimal Companion — Frog: Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent, tongue, pull. 4th-Level Advancement: Ability Scores +2 Str, +2 Dex; Special Qualities swallow whole.",
            "source": "Bestiary"
          },
          {
            "name": "Frog, Poison",
            "creature_type": "Animal",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Tiny",
            "init": "+1",
            "senses": "low-light vision; Perception +3",
            "ac": "13, touch 13, flat-footed 12 (+1 Dex, +2 size)",
            "hp": "4 (1d8)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+3",
              "will": "-1"
            },
            "speed": "10 ft., swim 20 ft.",
            "melee": "bite +3 (1 plus poison)",
            "space": "2-1/2 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "2",
              "dex": "12",
              "con": "11",
              "int": "1",
              "wis": "9",
              "cha": "10"
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "5 (9 vs. trip)",
            "feats": "Weapon Finesse",
            "skills": "Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim +9",
            "racial_modifiers": "+4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim",
            "environment": "warm marshes and aquatic",
            "organization": "solitary, pair, or army (3-12)",
            "treasure": "none",
            "description": "This small frog is bright green and red, with electric-blue stripes on its hind legs.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Frog Poison.",
                "affliction": {
                  "name": "Frog Poison",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Constitution damage",
                  "save": "Fortitude DC 10",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Poisonous frogs are a bright green color, with additional bright yellow, red, or blue markings. They are just over a foot long and weigh 10 pounds. The poison of poisonous frogs is often gathered by primitive tribes and used to coat darts and arrows for hunting.\n\nYou can make a larger poison frog either by applying the giant simple template or by giving a normal giant frog a poison frog's venomous bite.",
            "source": "Bestiary"
          },
          {
            "name": "Froghemoth",
            "creature_type": "Aberration",
            "cr": "13",
            "xp": "25,600",
            "alignment": "N",
            "size": "Huge",
            "init": "+5",
            "senses": "all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +16",
            "ac": "28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)",
            "hp": "184 (16d8+112)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+8",
              "will": "+11"
            },
            "immune": "electricity (partial)",
            "weaknesses": "slowed by electricity",
            "speed": "20 ft., swim 30 ft.",
            "melee": "bite +20 (2d6+10/19-20 plus grab), 4 tentacles +18 (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)",
            "special_attacks": "constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 18)",
            "space": "15 ft.",
            "reach": "15 ft. (30 ft. with tongue)",
            "ability_scores": {
              "str": "30",
              "dex": "13",
              "con": "24",
              "int": "2",
              "wis": "13",
              "cha": "11"
            },
            "base_attack": "+12",
            "cmb": "+24 (+28 grapple)",
            "cmd": "35",
            "feats": "Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)",
            "skills": "Perception +16, Stealth +14 (+22 in marshes), Swim +18",
            "racial_modifiers": "+8 Perception, +8 Stealth in marshes",
            "environment": "temperate marsh",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A froghemoth's stalked eyes allow it to see in all directions at once. It cannot be flanked."
              },
              {
                "name": "Slowed by Electricity",
                "type": "Ex",
                "description": "Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round."
              }
            ],
            "ecology": "Thankfully rare, the froghemoth is one of the deep swampland's most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth's eyes are incredibly keen, but even more impressive is the monster's tongue. Like a snake, a froghemoth can \"taste\" its surroundings with extraordinary accuracy.\n\nScholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and resistances make it something more than an animal. Druids and other servants of the natural world agree—the froghemoth may act like an animal, but it never seems fully \"comfortable\" in its environs. Perpetually ill-tempered, a froghemoth often seems to kill simply for the sake of killing—vomiting up partially digested meals in favor of new prey when it encounters such. It's not unheard of to find these strange creatures far from their normal habitations, as if the marsh didn't agree with them and sent them wandering in search of a new home. Some sages argue that the froghemoth isn't from this world at all, and that these wanderings are instinctual urges to seek out its true home—a home not represented by the strange world in which the beast finds itself trapped.\n\nA froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Gargoyle",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "earth",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Common, Terran",
            "ac": "16, touch 12, flat-footed 14 (+2 Dex, +4 natural)",
            "hp": "42 (5d10+15)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+6",
              "will": "+4"
            },
            "dr": "10/magic",
            "speed": "40 ft., fly 60 ft. (average)",
            "melee": "2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)",
            "special_qualities": "freeze",
            "ability_scores": {
              "str": "15",
              "dex": "14",
              "con": "16",
              "int": "6",
              "wis": "11",
              "cha": "7"
            },
            "base_attack": "+5",
            "cmb": "+7",
            "cmd": "19",
            "feats": "Hover, Improved Initiative, Skill Focus (Fly)",
            "skills": "Fly +12, Perception +5, Stealth +11 (+17 in stony areas)",
            "racial_modifiers": "+2 Stealth (+6 in stony environs)",
            "environment": "any",
            "organization": "solitary, pair, or wing (3-12)",
            "treasure": "standard",
            "description": "Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged demon.",
            "special_abilities": [
              {
                "name": "Freeze",
                "type": "Ex",
                "description": "A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue."
              }
            ],
            "ecology": "Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called \"wings\" for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night.\n\nThe longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region's architectural styles. The changes a gargoyle's appearance undergoes are slow and subtle, but over the course of years, it can shift radically.\n\nOne unusual variant of gargoyle dwells not amid buildings and ruins but under the waves of the sea. These creatures are known as kapoacinths—they have the same basic statistics as normal gargoyles, save that they have the aquatic subtype and their wings grant them a swim speed of 60 feet (but are useless for actual flight). Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle.",
            "source": "Bestiary"
          },
          {
            "name": "Gelatinous Cube",
            "creature_type": "Ooze",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "-5",
            "senses": "blindsight 60 ft.; Perception -5",
            "ac": "4, touch 4, flat-footed 4 (-5 Dex, -1 size)",
            "hp": "50 (4d8+32)",
            "saving_throws": {
              "fort": "+9",
              "ref": "-4",
              "will": "-4"
            },
            "immune": "electricity, ooze traits",
            "speed": "15 ft.",
            "melee": "slam +2 (1d6 plus 1d6 acid)",
            "special_attacks": "engulf, paralysis",
            "special_qualities": "transparent",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "10",
              "dex": "1",
              "con": "26",
              "int": "-",
              "wis": "1",
              "cha": "1"
            },
            "base_attack": "+3",
            "cmb": "+4",
            "cmd": "9 (can't be tripped)",
            "environment": "any",
            "organization": "solitary",
            "treasure": "incidental",
            "description": "Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.",
            "special_abilities": [
              {
                "name": "Acid",
                "type": "Ex",
                "description": "A gelatinous cube's acid does not harm metal or stone."
              },
              {
                "name": "Engulf",
                "type": "Ex",
                "description": "Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based."
              },
              {
                "name": "Paralysis",
                "type": "Ex",
                "description": "A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based."
              },
              {
                "name": "Transparent",
                "type": "Ex",
                "description": "Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed."
              }
            ],
            "ecology": "One of the dungeon's most unusual and specialized predators, gelatinous cubes spend their existence mindlessly roaming dungeon halls and dark caverns, swallowing up organic material such as plants, refuse, carrion, and even living creatures. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature's mass with such detritus, and at times the creature may excrete some of this material out of its body. Often the treasure and possessions of past victims remain inside the gelatinous cube, leaving a ghostly impression of their material remains.\n\nSages believe these creatures evolved as a specialized advancement of gray oozes. Some beings use gelatinous cubes as protectors of dungeons and underground fortifications, trapping the immense creatures in massive metal crates and transporting them through either slave power or magic to their final guard posts. They make particularly efficient waste disposal mechanisms as well—a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap, depending only on the ingenuity of the creatures who caught it.\n\nGelatinous cubes are generally 10 feet to a side and weigh upward of 15,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands. However, if denied organic material for more than 6 months, a gelatinous cube begins shrinking. Eventually this stresses its walls and the creature leaks rapidly evaporating slimy liquid until its body collapses and disappears completely.",
            "source": "Bestiary"
          },
          {
            "name": "Genie, Djinni",
            "creature_type": "Outsider",
            "creature_subtype": "air, extraplanar",
            "cr": "5",
            "xp": "1,600",
            "alignment": "CG",
            "size": "Large",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +12",
            "languages": "Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.",
            "ac": "19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, -1 size)",
            "hp": "52 (7d10+14)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+9",
              "will": "+7"
            },
            "immune": "acid",
            "speed": "20 ft., fly 60 ft. (perfect)",
            "melee": "2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)",
            "special_attacks": "air mastery, whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only); 1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk"
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "19",
              "con": "14",
              "int": "14",
              "wis": "15",
              "cha": "15"
            },
            "base_attack": "+7",
            "cmb": "+12",
            "cmd": "27",
            "feats": "Combat Casting, Combat Reflexes, Dodge, Improved Initiative(B), Wind Stance",
            "skills": "Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10",
            "environment": "any (Plane of Air)",
            "organization": "solitary, pair, company (3-6), or band (7-10)",
            "treasure": "standard (masterwork scimitar, other gear)",
            "description": "This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.",
            "special_abilities": [
              {
                "name": "Air Mastery",
                "type": "Ex",
                "description": "Airborne creatures take a –1 penalty on attack and damage rolls against a djinni."
              }
            ],
            "ecology": "The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.\n\nDjinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed.\n\nAmong other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni's servitude by promising to aid the cause against their hated enemies.\n\nA small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (nongenies only) who captures them. Djinn nobles are CR 8.",
            "source": "Bestiary"
          },
          {
            "name": "Genie, Efreeti",
            "creature_type": "Outsider",
            "creature_subtype": "extraplanar, fire",
            "cr": "8",
            "xp": "4,800",
            "alignment": "LE",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft., detect magic; Perception +15",
            "languages": "Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.",
            "ac": "21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, -1 size)",
            "hp": "95 (10d10+40)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+10",
              "will": "+9"
            },
            "immune": "fire",
            "weaknesses": "cold",
            "speed": "20 ft., fly 40 ft. (perfect)",
            "melee": "2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)",
            "special_attacks": "change size, heat",
            "special_qualities": "change shape (humanoid or giant, alter self or giant form I)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 11th) Constant—detect magic; At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray; 3/day—invisibility, quickened scorching ray, wall of fire (DC 16); 1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)"
              }
            ],
            "ability_scores": {
              "str": "23",
              "dex": "17",
              "con": "18",
              "int": "12",
              "wis": "14",
              "cha": "15"
            },
            "base_attack": "+10",
            "cmb": "+17",
            "cmd": "31",
            "feats": "Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative(B), Quicken Spell-Like Ability (scorching ray)",
            "skills": "Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, company (3-6), or band (7-12)",
            "treasure": "standard (mwk falchion, other gear)",
            "description": "This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.",
            "special_abilities": [
              {
                "name": "Change Size",
                "type": "Sp",
                "description": "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."
              },
              {
                "name": "Heat",
                "type": "Ex",
                "description": "An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples."
              }
            ],
            "ecology": "The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds.\n\nEfreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak. Efreet often work closely with shaitans, yet even then alliances are temporary at best.\n\nA small percentage of efreet are noble. Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities: 3/day—fireball, heat metal; 1/day—greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti's caster level for its spell-like abilities is 15th. Noble efreet are CR 10.",
            "source": "Bestiary"
          },
          {
            "name": "Genie, Janni",
            "creature_type": "Outsider",
            "creature_subtype": "native",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +11",
            "languages": "Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.",
            "ac": "20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)",
            "hp": "39 (6d10+6)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+4"
            },
            "resist": "fire 10",
            "special_qualities": "elemental endurance",
            "speed": "30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail",
            "melee": "scimitar +9/+4 (1d6+4/18-20)",
            "ranged": "composite longbow +8/+3 (1d8+3/x3)",
            "special_attacks": "change size",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) 3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals; 1/day—create food and water, ethereal jaunt (for 1 hour)"
              }
            ],
            "ability_scores": {
              "str": "16",
              "dex": "15",
              "con": "12",
              "int": "14",
              "wis": "15",
              "cha": "13"
            },
            "base_attack": "+6",
            "cmb": "+9",
            "cmd": "22",
            "feats": "Combat Reflexes, Dodge, Improved Initiative(B), Mobility",
            "skills": "Appraise +11, Craft (any one-usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6",
            "environment": "warm deserts",
            "organization": "solitary, pair, company (3-6), or band (7-12)",
            "treasure": "standard (chainmail, composite longbow [+3 Str], scimitar, other gear)",
            "description": "This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.",
            "special_abilities": [
              {
                "name": "Change Size",
                "type": "Sp",
                "description": "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."
              },
              {
                "name": "Elemental Endurance",
                "type": "Ex",
                "description": "Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane."
              }
            ],
            "ecology": "The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most \"human\" of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.\n\nJann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements.\n\nJann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.\n\nAmong the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.\n\nA small percentage of jann are noble. Noble jann, often called sheikhs or amirs, have 9 Hit Dice, Strength 19, and Intelligence 18, and gain the following spell-like abilities: 3/day—augury, detect magic, and divination. A noble janni's caster level for its spell-like abilities is 12th. Noble jann are CR 7.",
            "source": "Bestiary"
          },
          {
            "name": "Genie, Marid",
            "creature_type": "Outsider",
            "creature_subtype": "extraplanar, water",
            "cr": "9",
            "xp": "6,400",
            "alignment": "CN",
            "size": "Large",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +17",
            "languages": "Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.",
            "ac": "23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)",
            "hp": "114 (12d10+48)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+12",
              "will": "+10"
            },
            "speed": "20 ft., swim 60 ft.",
            "melee": "2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)",
            "special_attacks": "vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 22), water mastery, water's fury",
            "special_qualities": "change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 12th) Constant—detect evil, detect good, detect magic, water walk; At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench; 5/day—control water, gaseous form, obscuring mist, water breathing; 3/day—see invisibility; 1/day—persistent image (DC 18); 1/year—grant 1 wish (to nongenies only)"
              }
            ],
            "ability_scores": {
              "str": "23",
              "dex": "19",
              "con": "18",
              "int": "14",
              "wis": "15",
              "cha": "16"
            },
            "base_attack": "+12",
            "cmb": "+19",
            "cmd": "34",
            "feats": "Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative(B), Improved Natural Attack, Power Attack",
            "skills": "Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29",
            "environment": "any (Plane of Water)",
            "organization": "solitary, pair, company (3-6), or band (7-12)",
            "treasure": "standard (masterwork trident, other gear)",
            "description": "This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.",
            "special_abilities": [
              {
                "name": "Water Mastery",
                "type": "Ex",
                "description": "A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a –4 penalty on attack and damage rolls."
              },
              {
                "name": "Water's Fury",
                "type": "Su",
                "description": "As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based."
              },
              {
                "name": "Vortex",
                "type": "Su",
                "description": "A marid can transform into a vortex of swirling, churning water once every 10 minutes. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form."
              }
            ],
            "ecology": "Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean's currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds.\n\nThe marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences.\n\nA small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities: 3/day—cone of cold, ice storm; 1/day—elemental swarm (water elementals only), permanent image. A noble marid's caster level for its spell-like abilities is 20th. Noble marids are CR 11.",
            "source": "Bestiary"
          },
          {
            "name": "Genie, Shaitan",
            "creature_type": "Outsider",
            "creature_subtype": "earth, extraplanar",
            "cr": "7",
            "xp": "3,200",
            "alignment": "LN",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +14",
            "languages": "Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.",
            "ac": "20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)",
            "hp": "85 (9d10+36)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+4",
              "will": "+8"
            },
            "immune": "electricity",
            "speed": "20 ft., burrow 60 ft., climb 20 ft.",
            "melee": "2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18-20)",
            "special_attacks": "earth mastery, metalmorph, stone curse",
            "special_qualities": "stone glide",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only); 3/day—quickened glitterdust (DC 14), stoneskin, rusting grasp, stone tell, wall of stone; 1/day—transmute mud to rock, transmute rock to mud"
              }
            ],
            "ability_scores": {
              "str": "20",
              "dex": "13",
              "con": "19",
              "int": "14",
              "wis": "14",
              "cha": "15"
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "26",
            "feats": "Combat Casting, Greater Bull Rush, Improved Bull Rush, Improved Initiative(B), Power Attack, Quicken Spell-Like Ability (glitterdust)",
            "skills": "Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, company (3-6), or band (7-12)",
            "treasure": "standard (masterwork scimitar, other treasure)",
            "description": "This being resembles a towering human with skin of polished stone and glittering agate eyes.",
            "special_abilities": [
              {
                "name": "Earth Mastery",
                "type": "Ex",
                "description": "A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents."
              },
              {
                "name": "Metalmorph",
                "type": "Su",
                "description": "As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day."
              },
              {
                "name": "Stone Curse",
                "type": "Su",
                "description": "If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based."
              },
              {
                "name": "Stone Glide",
                "type": "Su",
                "description": "This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal."
              }
            ],
            "ecology": "Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds.\n\nSome shaitans are noble. Often called pashas, they have 18 Hit Dice and gain the spell-like ability earthquake, usable once per day, as well as the ability to grant up to three wishes per day (nongenies only). A noble shaitan's caster level for its spell-like abilities is 18th. Noble shaitans are CR 13.",
            "source": "Bestiary"
          },
          {
            "name": "Ghost",
            "creature_type": "Undead",
            "creature_subtype": "augmented humanoid, incorporeal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +18",
            "languages": "Common",
            "ac": "17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)",
            "hp": "73 (7d8+42)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+7"
            },
            "immune": "undead traits",
            "defensive_abilities": "channel resistance +4, incorporeal, rejuvenation",
            "speed": "fly 30 ft. (perfect)",
            "melee": "corrupting touch +6 (7d6, Fort. DC 18 half)",
            "special_attacks": "frightful moan (DC 18)",
            "ability_scores": {
              "str": "-",
              "dex": "12",
              "con": "-",
              "int": "10",
              "wis": "11",
              "cha": "20"
            },
            "base_attack": "+5",
            "cmb": "+5",
            "cmd": "22",
            "feats": "Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness",
            "skills": "Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9",
            "racial_modifiers": "+8 Perception, +8 Stealth",
            "environment": "any",
            "organization": "solitary",
            "treasure": "NPC gear",
            "description": "This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn't exist. This sample ghost is built from a 7th-level human aristocrat — the spirit of a princess murdered by an unfaithful lover, who wrapped her in chains and drowned her in the castle well.",
            "special_abilities": [
              {
                "name": "Corrupting Touch",
                "type": "Su",
                "description": "All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted."
              },
              {
                "name": "Frightful Moan",
                "type": "Su",
                "description": "The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours."
              },
              {
                "name": "Rejuvenation",
                "type": "Su",
                "description": "In most cases, it's difficult to destroy a ghost through simple combat: the \"destroyed\" spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM."
              }
            ],
            "variants": [
              {
                "name": "Creating a Ghost (Acquired Template)",
                "description": "\"Ghost\" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. A ghost retains all the base creature's statistics and special abilities except as noted here.\n\nChallenge Rating: Same as the base creature +2.\n\nType: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.\n\nArmor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.\n\nHit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).\n\nDefensive Abilities: A ghost retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Ghosts gain channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.\n\nSpeed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.\n\nMelee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.\n\nSpecial Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.\n\nCorrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).\n\nCorrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.\n\nDraining Touch (Su): The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.\n\nFrightful Moan (Su): The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.\n\nMalevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.\n\nTelekinesis (Su): The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher).\n\nAbilities: Cha +4; as an incorporeal undead creature, a ghost has no Strength or Constitution score.\n\nSkills: Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature."
              }
            ],
            "ecology": "When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.\n\nMore than most of the monsters in this book, a ghost benefits from a strong and detailed backstory. Why did this character become a ghost? What are the legends surrounding the ghost? An encounter with a ghost should never happen completely out of the blue—there are plenty of other incorporeal undead like wraiths and spectres to fill that role. A proper encounter with a ghost should be a climactic scene after a lengthy period of tension building with lesser minions or manifestations of the undead spirit. The sample ghost above is that of a human princess who was murdered by an unfaithful lover—after she confronted him, he murdered her by wrapping her in chains and throwing her into the castle well, where she drowned. The ghost's abilities were selected to fit this backstory, and it shows how potent a villain you can create with a simple NPC class. Applying the template to creatures with class levels or creatures with significant racial abilities can create even more powerful ghosts.\n\nWhen a ghost is created, it retains incorporeal \"copies\" of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality.\n\nThe original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).",
            "source": "Bestiary"
          },
          {
            "name": "Ghoul",
            "creature_type": "Undead",
            "cr": "1",
            "xp": "400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Common",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+2",
              "will": "+5"
            },
            "defensive_abilities": "channel resistance +2",
            "speed": "30 ft.",
            "melee": "bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)",
            "special_attacks": "paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)",
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "-",
              "int": "13",
              "wis": "14",
              "cha": "14"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "14",
            "feats": "Weapon Finesse",
            "skills": "Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3",
            "environment": "any land",
            "organization": "solitary, gang (2-4), or pack (7-12)",
            "treasure": "standard",
            "description": "This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.",
            "special_abilities": [
              {
                "name": "Disease",
                "type": "Su",
                "description": "The save DC is Charisma-based. Bite—Ghoul Fever.",
                "affliction": {
                  "name": "Ghoul Fever",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "1 day",
                  "frequency": "1/day",
                  "effect": "1d3 Constitution and 1d3 Dexterity damage",
                  "save": "Fortitude DC 13",
                  "cure": "2 consecutive saves",
                  "notes": "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."
                }
              }
            ],
            "variants": [
              {
                "name": "Ghast",
                "description": "Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes)."
              },
              {
                "name": "Lacedon",
                "description": "These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet."
              }
            ],
            "ecology": "Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.\n\nGhouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These \"civilized\" ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Cloud",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "11",
            "xp": "12,800",
            "alignment": "NG or NE",
            "size": "Huge",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +17",
            "languages": "Common, Giant",
            "ac": "25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, -2 size)",
            "hp": "168 (16d8+96)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+6",
              "will": "+10"
            },
            "defensive_abilities": "rock catching",
            "speed": "50 ft.",
            "melee": "morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)",
            "ranged": "rock +12 (2d6+18)",
            "special_attacks": "rock throwing (140 ft.)",
            "special_qualities": "oversized weapon",
            "space": "15 ft.",
            "reach": "15 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 16th) At will—levitate (self plus 2,000 lbs.), obscuring mist; 1/day—fog cloud"
              }
            ],
            "ability_scores": {
              "str": "35",
              "dex": "13",
              "con": "23",
              "int": "12",
              "wis": "16",
              "cha": "12"
            },
            "base_attack": "+12",
            "cmb": "+26",
            "cmd": "37",
            "feats": "Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack",
            "skills": "Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate +26, Perception +17, Perform (string instruments) +8",
            "environment": "temperate mountains",
            "organization": "solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)",
            "treasure": "standard (chain shirt, morningstar, other treasure)",
            "description": "This towering giant has finely chiseled features. Her skin is pale and smooth, and her long wispy hair flutters as if in a breeze.",
            "special_abilities": [
              {
                "name": "Oversized Weapon",
                "type": "Ex",
                "description": "A cloud giant can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars."
              }
            ],
            "ecology": "Cloud giants' skin ranges in color from milky white to powder blue. Adult males are about 18 feet tall and weigh around 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old, and dress in the finest clothing and jewelry available. To many, appearance indicates station. The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite).\n\nCloud giants have an unusually wide alignment spread—approximately half are good and half are evil. Good cloud giants build roads from their settlements to connect with other humanoid roads in order to foster trade. It's not uncommon to see a good cloud giant walking among humans, for example, in a human city near a tall mountain range. Evil cloud giants tend not to bother with permanent settlements and instead live on high peaks in crude shelters, only coming down to raid villages for whatever they might need. These two philosophies often see violent and long-lasting wars erupt between neighboring tribes.\n\nLegends abound of magical cloud giant cities nestled in the very clouds themselves that float with the winds and circumnavigate the world. While most cloud giants recognize this as a fantasy, there are some who not only claim to have seen them but have dedicated the entirety of their long lives to finding them again.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Fire",
            "creature_type": "Humanoid",
            "creature_subtype": "fire, giant",
            "cr": "10",
            "xp": "9,600",
            "alignment": "LE",
            "size": "Large",
            "init": "-1",
            "senses": "low-light vision; Perception +14",
            "languages": "Common, Giant",
            "ac": "24, touch 8, flat-footed 24 (+8 armor, -1 Dex, +8 natural, -1 size)",
            "hp": "142 (15d8+75)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+4",
              "will": "+9"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "defensive_abilities": "rock catching",
            "speed": "40 ft. (30 ft. in armor)",
            "melee": "greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)",
            "ranged": "rock +10 (1d8+15 plus 1d6 fire)",
            "special_attacks": "heated rock, rock throwing (120 ft.)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "31",
              "dex": "9",
              "con": "21",
              "int": "10",
              "wis": "14",
              "cha": "10"
            },
            "base_attack": "+11",
            "cmb": "+22",
            "cmd": "31",
            "feats": "Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)",
            "skills": "Climb +14, Craft (any one) +8, Intimidate +11, Perception +14",
            "environment": "warm mountains",
            "organization": "solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 1 adept or sorcerer of 3rd-5th level, 2-5 hell hounds, and 2-3 trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 fighter or ranger of 8th-9th level as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 young red dragons)",
            "treasure": "standard (half-plate, greatsword, other treasure)",
            "description": "This lumbering giant has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be made of fire.",
            "special_abilities": [
              {
                "name": "Heated Rock",
                "type": "Su",
                "description": "Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit."
              }
            ],
            "ecology": "Fire giants are the most rigid and militaristic of all the giant races. They constantly train for war and practice brutal tactics on anyone and everyone that gets in their way. Their rigid command structure is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.\n\nFire giants have bright orange hair that flickers and glows almost as if it were aflame. An adult male is 12 to 16 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.\n\nFire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel and wield large greatswords that they use to cut swaths across the battlefield. In large groups, fire giants fight with brutal and efficient group tactics, and aren't afraid to sacrifice one or two of their members to draw an enemy into an ambush.\n\nFire giants prefer hot locations—the hotter, the better. They've been found in deserts, volcanoes, hot springs, and deep beneath the earth near lava vents. They live in castles, walled settlements, or large caverns, and the design of these locations reflects their rigid, militaristic lifestyle, with officers living in better quarters than the rank-and-file.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Frost",
            "creature_type": "Humanoid",
            "creature_subtype": "cold, giant",
            "cr": "9",
            "xp": "6,400",
            "alignment": "CE",
            "size": "Large",
            "init": "-1",
            "senses": "low-light vision; Perception +10",
            "languages": "Common, Giant",
            "ac": "21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)",
            "hp": "133 (14d8+70)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+3",
              "will": "+6"
            },
            "immune": "cold",
            "weaknesses": "vulnerability to fire",
            "defensive_abilities": "rock catching",
            "speed": "40 ft.",
            "melee": "greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9)",
            "ranged": "rock +9 (1d8+13)",
            "special_attacks": "rock throwing (120 ft.)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "29",
              "dex": "9",
              "con": "20",
              "int": "10",
              "wis": "14",
              "cha": "11"
            },
            "base_attack": "+10",
            "cmb": "+20",
            "cmd": "29",
            "feats": "Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)",
            "skills": "Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow)",
            "racial_modifiers": "+4 Stealth in snow",
            "environment": "cold mountains",
            "organization": "solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)",
            "treasure": "standard (chain shirt, greataxe, other treasure)",
            "description": "This giant looks like a thick, muscular human. It has frost-white skin and long, light blue hair that it wears braided.",
            "ecology": "A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors also don chain shirts and metal helmets decorated with horns or feathers. An adult male stands about 15 feet tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants can live to be 250 years old.\n\nFrost giants are among the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing displays of brutality. Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them, and then starting an avalanche before leaping into battle. Frost giants can hide well in snowy environments and are masters of stealth in their domain.\n\nFrost giants survive on hunting and raiding alone, as they live in desolate, frigid environments. Frost giant groups are split almost evenly between those that live in makeshift settlements or abandoned castles and those that roam the frozen north as nomads in search of spoils and provisions. Frost giant leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for leadership of the tribe. These challenges typically result in the death of one of the combatants. A single jarl can often count a dozen or more smaller frost giant tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords.\n\nFrost giants love to take captives, and use them for food as well as slaves and commodities. Every group of frost giants typically has 1–2 humanoid slaves shackled to a slave handler—usually the meanest and cruelest non-jarl in the group. They are also quite fond of monstrous pets—white dragons and winter wolves are popular choices, but remorhazes, yetis, and even linnorms can be found dwelling in a frost giant lair.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Hill",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CE",
            "size": "Large",
            "init": "-1",
            "senses": "low-light vision; Perception +6",
            "languages": "Giant",
            "ac": "21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)",
            "hp": "85 (10d8+40)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+2",
              "will": "+3"
            },
            "defensive_abilities": "rock catching",
            "speed": "40 ft. (30 ft. in armor)",
            "melee": "greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)",
            "ranged": "rock +6 (1d8+10)",
            "special_attacks": "rock throwing (120 ft.)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "25",
              "dex": "8",
              "con": "19",
              "int": "6",
              "wis": "10",
              "cha": "7"
            },
            "base_attack": "+7",
            "cmb": "+15",
            "cmd": "24",
            "feats": "Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)",
            "skills": "Climb +10, Intimidate +12, Perception +6",
            "environment": "temperate hills",
            "organization": "solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)",
            "treasure": "standard (hide armor, greatclub, other treasure)",
            "description": "This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.",
            "ecology": "Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old, but almost never do.\n\nHill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.\n\nHill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Hill giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clanmate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate.\n\nSolitary, non-evil hill giants are very rare but can sometimes be found in other humanoid societies, though they are almost never accepted in central cities or population centers. They do best as laborers and soldiers in outlying frontier towns, and often serve as rudimentary diplomats to negotiate with marauding hill giant bands. Unfortunately, hill giants who shed their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. Still, these \"civilized\" hill giants can find their place within society and many have managed to live peaceful, uneventful lives.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Stone",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 60 ft., low-light vision; Perception +12",
            "languages": "Common, Giant",
            "ac": "22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)",
            "hp": "102 (12d8+48)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+6",
              "will": "+7"
            },
            "defensive_abilities": "improved rock catching",
            "speed": "40 ft.",
            "melee": "greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)",
            "ranged": "rock +11/+6 (1d8+12)",
            "special_attacks": "rock throwing (180 ft.)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "15",
              "con": "19",
              "int": "10",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+9",
            "cmb": "+18",
            "cmd": "30",
            "feats": "Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw",
            "skills": "Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain)",
            "racial_modifiers": "+8 Stealth in rocky terrain",
            "environment": "temperate mountains",
            "organization": "solitary, gang (2-5), band (4-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 4-6 dire bears)",
            "treasure": "standard (greatclub, other treasure)",
            "description": "This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone.",
            "special_abilities": [
              {
                "name": "Improved Rock Catching",
                "type": "Ex",
                "description": "A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability."
              }
            ],
            "ecology": "Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall, weigh about 1,500 pounds, and can live to be 800 years old.\n\nStone giants fight from a distance whenever possible, but if they can't avoid melee, they favor gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.\n\nStone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days' travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.\n\nStone Giant Elders: Some stone giants develop special abilities related to their environment. Called elders, these stone giants have Charisma scores of at least 15 and three spell-like abilities (CL 10th). Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in 10 elders is a sorcerer, usually of 3rd to 6th level. Stone giant elders add +1 to their CR.",
            "source": "Bestiary"
          },
          {
            "name": "Giant, Storm",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "13",
            "xp": "25,600",
            "alignment": "CG",
            "size": "Huge",
            "init": "+2",
            "senses": "low-light vision; Perception +27",
            "languages": "Auran, Common, Draconic, Giant",
            "ac": "28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 size)",
            "hp": "199 (19d8+114)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+8",
              "will": "+13"
            },
            "immune": "electricity",
            "defensive_abilities": "rock catching",
            "speed": "50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)",
            "melee": "mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)",
            "ranged": "mwk composite longbow +15/+10/+5 (3d6+14/×3)",
            "special_qualities": "militant, water breathing",
            "space": "15 ft.",
            "reach": "15 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 15th) Constant—freedom of movement; 2/day—control weather, levitate; 1/day—call lightning (DC 15), chain lightning (DC 18)"
              }
            ],
            "ability_scores": {
              "str": "39",
              "dex": "14",
              "con": "23",
              "int": "16",
              "wis": "20",
              "cha": "15"
            },
            "base_attack": "+14",
            "cmb": "+30",
            "cmd": "42",
            "feats": "Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike",
            "skills": "Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22",
            "environment": "any warm",
            "organization": "solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)",
            "treasure": "standard (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)",
            "description": "This giant is a towering, muscular human of heroic proportions, with bronze skin, dark hair, and sparkling green eyes.",
            "special_abilities": [
              {
                "name": "Militant",
                "type": "Ex",
                "description": "Storm giants are proficient with all simple and all martial weapons."
              },
              {
                "name": "Water Breathing",
                "type": "Ex",
                "description": "Storm giants can breathe water as well as air."
              }
            ],
            "ecology": "Storm giants tend toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults are typically 21 feet tall and weigh 12,000 pounds. Storm giants can live to be 600 years old. When at rest, they prefer to wear short, loose tunics belted at the waist, sandals or bare feet, and headbands. They wear a few pieces of simple but finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being most common. Yet when they outfit themselves for battle, they don shimmering breastplates and wield enormous greatswords and bows.\n\nStorm giants tend to be reclusive, prefering to dwell along remote coastlines or on tropical islands. Yet like their namesakes, they are prone to violent mood swings. Storm giants are quick to anger in the face of evil and can be brutal, dangerous foes when insulted. In battle, they prefer to send a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow range.\n\nStorm giants live in well-constructed towers, castles, or walled settlements, and prefer to live off the land. They maintain enormous, well-tended gardens and manage hundreds of acres of farmland per group. They often hire other humanoids, such as elves or humans, to help them run their massive farms. A storm giant enclave often takes responsibility for the safety of an entire island or stretch of coastline.",
            "source": "Bestiary"
          },
          {
            "name": "Gibbering Mouther",
            "creature_type": "Aberration",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "senses": "all-around vision, darkvision 60 ft.; Perception +12",
            "languages": "Aklo",
            "ac": "19, touch 13, flat-footed 16 (+3 Dex, +6 natural)",
            "hp": "46 (4d8+28)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+4",
              "will": "+5"
            },
            "immune": "critical hits, precision damage",
            "defensive_abilities": "amorphous",
            "dr": "5/bludgeoning",
            "speed": "10 ft., swim 20 ft.",
            "melee": "6 bites +7 (1d4 plus grab)",
            "special_attacks": "blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)",
            "ability_scores": {
              "str": "10",
              "dex": "17",
              "con": "24",
              "int": "4",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+3",
            "cmb": "+3 (+7 grapple)",
            "cmd": "16 (can't be tripped)",
            "feats": "Weapon Finesse, Weapon Focus (bite)",
            "skills": "Perception +12, Swim +8",
            "racial_modifiers": "+4 Perception",
            "environment": "any underground",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A gibbering mouther sees in all directions at once. It cannot be flanked."
              },
              {
                "name": "Amorphous",
                "type": "Ex",
                "description": "A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing."
              },
              {
                "name": "Blood Drain",
                "type": "Ex",
                "description": "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."
              },
              {
                "name": "Engulf",
                "type": "Ex",
                "description": "This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack."
              },
              {
                "name": "Gibbering",
                "type": "Su",
                "description": "As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based."
              },
              {
                "name": "Ground Manipulation",
                "type": "Su",
                "description": "At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain."
              },
              {
                "name": "Spittle",
                "type": "Ex",
                "description": "Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based."
              }
            ],
            "ecology": "Disgusting, loathsome, and hungry—these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.",
            "source": "Bestiary"
          },
          {
            "name": "Girallon",
            "creature_type": "Magical Beast",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +11",
            "ac": "18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)",
            "hp": "73 (7d10+35)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+5"
            },
            "speed": "40 ft., climb 40 ft.",
            "melee": "bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend)",
            "special_attacks": "rend (4 claws, 1d4+6)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "17",
              "con": "18",
              "int": "2",
              "wis": "12",
              "cha": "7"
            },
            "base_attack": "+7",
            "cmb": "+12",
            "cmd": "25",
            "feats": "Improved Initiative, Iron Will, Skill Focus (Perception), Toughness",
            "skills": "Climb +12, Perception +11, Stealth +5",
            "environment": "warm forests",
            "organization": "solitary or company (5-8)",
            "treasure": "none",
            "description": "This four-armed, gorilla-like creature, covered with matted white fur, roars in rage as it rears up to its full, towering height.",
            "ecology": "Girallons are among the jungle's most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches. Their exotic appearance makes them popular creatures in certain cities as attractions in gladiatorial combats, either starved and pitted against each other, or set against gladiators eager to increase their fame and notoriety. One who kills a girallon is all but assured of fame, yet most battles against these ferocious beasts end poorly for those foolish enough to attempt to single-handedly defeat one. An adult girallon is 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs roughly 800 pounds.\n\nGirallons live in troops led by a dominant male. Solitary girallons are usually young males looking to start their own troop. Girallons are very territorial and tend to attack intruders without warning, including strangers of their own kind. Groups of girallons may attack in a line to drive prey toward a cliff or other hazard, or quietly form a ring around their target and suddenly close in.\n\nWhile most girallons are little more than beasts, ancient carvings and the oral traditions of some tribes hint that the girallon wasn't always the stupid creature it is today. According to these legends, the first girallons were men who called upon savage demon gods to gain great strength, yet in so doing abandoned their humanity. With each generation, these first girallons grew more and more savage and feral, and the same legends maintain that these intelligent girallons still dwell in the darkest part of the jungle. In addition to their intellects, these girallons retain a vast appetite for cruelty. Called \"high girallons,\" these creatures are almost always chaotic evil, and have Intelligence scores of 6 or higher. An intelligent girallon generally speaks whatever language the local humans speak. Often, they become leaders of unusually large troops of their less-intelligent kin, inhabit strange ruined cities in the jungle or mountains, and conduct raids on villages for food and treasure. Some primitive tribes worship these girallons as the agents of evil gods or demons, and a few high girallons have been known to work for or even breed with tribal orcs, inspiring legends of four-armed \"white orcs.\"",
            "source": "Bestiary"
          },
          {
            "name": "Gnoll",
            "creature_type": "Humanoid",
            "creature_subtype": "gnoll",
            "cr": "1",
            "xp": "400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +2",
            "languages": "Gnoll",
            "ac": "15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)",
            "hp": "11 (2d8+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+0",
              "will": "+0"
            },
            "speed": "30 ft.",
            "melee": "spear +3 (1d8+3/×3)",
            "ranged": "spear +1 (1d8+2/×3)",
            "ability_scores": {
              "str": "15",
              "dex": "10",
              "con": "13",
              "int": "8",
              "wis": "11",
              "cha": "8"
            },
            "base_attack": "+1",
            "cmb": "+3",
            "cmd": "13",
            "feats": "Power Attack",
            "skills": "Perception +2",
            "environment": "warm plains or desert",
            "organization": "solitary, pair, hunting party (2-5 gnolls and 1-2 hyenas), band (10-100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level, and 5-8 hyenas), or tribe (20-200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 hyenas, and 4-7 hyaenodons)",
            "treasure": "NPC Gear (leather armor, heavy wooden shield, battleaxe, longbow with 20 arrows, other treasure)",
            "description": "Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.",
            "ecology": "Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.\n\nGnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.\n\nCreatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more \"civilized\" gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.\n\nGnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one's tail entirely.\n\nDuring combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee.\n\nGnoll leaders are typically rangers, although clerics are highly regarded as well. Most gnolls find arcane magic difficult to master, and as a result it is relatively rare to see a gnoll bard, sorcerer, or wizard.",
            "source": "Bestiary"
          },
          {
            "name": "Goblin",
            "creature_type": "Humanoid",
            "creature_subtype": "goblinoid",
            "cr": "1/3",
            "xp": "135",
            "alignment": "NE",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception -1",
            "languages": "Goblin",
            "ac": "16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)",
            "hp": "6 (1d10+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "-1"
            },
            "speed": "30 ft.",
            "melee": "short sword +2 (1d4/19-20)",
            "ranged": "short bow +4 (1d4/×3)",
            "level": "warrior 1",
            "ability_scores": {
              "str": "11",
              "dex": "15",
              "con": "12",
              "int": "10",
              "wis": "9",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+0",
            "cmd": "12",
            "feats": "Improved Initiative",
            "skills": "Ride +10, Stealth +10, Swim +4",
            "racial_modifiers": "+4 Ride, +4 Stealth",
            "environment": "temperate forest and plains (usually coastal regions)",
            "organization": "gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)",
            "treasure": "NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)",
            "description": "This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.",
            "ecology": "Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.\n\nGoblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).\n\nGoblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.\n\nGoblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.\n\nRacial Traits: Goblins are defined by their class levels—they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.",
            "source": "Bestiary"
          },
          {
            "name": "Goblin Dog",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +1",
            "ac": "13, touch 12, flat-footed 11 (+2 Dex, +1 natural)",
            "hp": "9 (1d8+5)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+4",
              "will": "+1"
            },
            "immune": "disease",
            "speed": "50 ft.",
            "melee": "bite +2 (1d6+3 plus allergic reaction)",
            "ability_scores": {
              "str": "15",
              "dex": "14",
              "con": "15",
              "int": "2",
              "wis": "12",
              "cha": "8"
            },
            "base_attack": "+0",
            "cmb": "+2",
            "cmd": "14",
            "feats": "Toughness",
            "skills": "Stealth +6",
            "environment": "temperate forest, swamp, or underground",
            "organization": "solitary or pack (2-12)",
            "treasure": "none",
            "description": "This mangy canine's face has the same flat nose, beady eyes, and protruding teeth as a rat grown grotesquely large.",
            "special_abilities": [
              {
                "name": "Allergic Reaction",
                "type": "Ex",
                "description": "A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based."
              }
            ],
            "ecology": "Loathed by men and beasts alike, goblin dogs are ugly, stinking, craven, and foul-tempered. It's no surprise that goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a species-wide mange exacerbated by prolific dander, even the healthiest goblin dog looks sickly and starved.\n\nDespite its name, the goblin dog is in fact a species of rodent grown monstrously large. Their long-legged shape and proclivity to hunt and run in packs earned them their popular name, a name that many goblins take issue with, as it galls the average goblin to consider these, their favored mounts, having anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with alternate names for goblin dogs. Perhaps they don't realize they can.\n\nContact with a goblin dog's infested, mangy hide causes most other creatures to break out into hives, a condition known as \"goblin rash.\" Goblinoids seem to be immune to this affliction, and are fond of keeping goblin dogs as guardians and mounts.\n\nDespite their skin conditions and disorders, goblin dogs are highly resistant to disease. Their favored food is carrion—the riper, the better. That many goblin tribes let their goblin dogs run free in their lairs is the single reason most goblin dens aren't filthier than they actually are; constantly hungry, a goblin dog eats anything it can chew that it finds left behind by other, more discerning palates.\n\nA goblin dog is 5 feet long but weighs only 75 pounds.\n\nAs an Animal Companion: A goblin dog can be taken as an animal companion. Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 11, Dex 16, Con 11, Int 2, Wis 12, Cha 8; Special Qualities allergic reaction, low-light vision, scent. 4th-Level Advancement: Size Medium; AC +1 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Golem, Clay",
            "creature_type": "Construct",
            "cr": "10",
            "xp": "9,600",
            "alignment": "N",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "24, touch 8, flat-footed 24 (-1 Dex, +16 natural, -1 size)",
            "hp": "101 (13d10+30)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+4"
            },
            "immune": "construct traits, magic",
            "dr": "10/adamantine and bludgeoning",
            "speed": "20 ft.",
            "melee": "2 slams +19 (2d10+7 plus cursed wound)",
            "special_attacks": "berserk, haste",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "9",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+13",
            "cmb": "+21",
            "cmd": "30",
            "environment": "any",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.",
            "special_abilities": [
              {
                "name": "Berserk",
                "type": "Ex",
                "description": "When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control."
              },
              {
                "name": "Cursed Wound",
                "type": "Ex",
                "description": "The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature."
              },
              {
                "name": "Haste",
                "type": "Su",
                "description": "After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell."
              },
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save). A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save). An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save). Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage."
              }
            ],
            "source": "Bestiary"
          },
          {
            "name": "Golem, Flesh",
            "creature_type": "Construct",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "languages": "none",
            "ac": "20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)",
            "hp": "79 (9d10+30)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "+3"
            },
            "immune": "construct traits, magic",
            "dr": "5/adamantine",
            "speed": "30 ft.",
            "melee": "2 slams +13 (2d8+5)",
            "special_attacks": "berserk",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "20",
              "dex": "9",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "24",
            "environment": "any",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. A flesh golem stands 8 feet tall and weighs 500 pounds.",
            "special_abilities": [
              {
                "name": "Berserk",
                "type": "Ex",
                "description": "When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%."
              },
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save). A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage."
              }
            ],
            "ecology": "A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.\n\nAlthough most flesh golems are mindless, there are persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right combination of fresh and (in its previous life) strong-willed, and even then luck and chance during the golem's creation seem just as important in retaining the creature's mind. Certainly most who construct flesh golems prefer mindless slaves over free-willed creations, and as a result intelligent flesh golems are rare indeed.",
            "source": "Bestiary"
          },
          {
            "name": "Golem, Ice",
            "creature_type": "Construct",
            "creature_subtype": "cold",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Medium",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "17, touch 9, flat-footed 17 (-1 Dex, +8 natural)",
            "hp": "53 (6d10+20)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+1",
              "will": "+2"
            },
            "immune": "construct traits, cold, magic",
            "weaknesses": "vulnerability to fire",
            "dr": "5/adamantine",
            "speed": "30 ft.",
            "melee": "2 slams +9 (1d6+3 plus 1d6 cold)",
            "special_attacks": "breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), icy destruction",
            "ability_scores": {
              "str": "16",
              "dex": "9",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+6",
            "cmb": "+9",
            "cmd": "18",
            "environment": "any cold",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "Ice golems are humanoid automatons formed of carved ice. Their appearance can range from roughly chiseled figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues.",
            "special_abilities": [
              {
                "name": "Cold",
                "type": "Ex",
                "description": "An ice golem's body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits."
              },
              {
                "name": "Icy Destruction",
                "type": "Ex",
                "description": "When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 3d6 points of slashing damage and 2d6 points of cold damage; a DC 13 Reflex save halves the damage. The save DC is Constitution-based."
              },
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "An ice golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice golem gets no saving throw against cold effects."
              }
            ],
            "ecology": "Ice golems cannot speak, and move with the sound of cracking and popping ice. An ice golem stands 7 feet tall and weighs 500 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Golem, Iron",
            "creature_type": "Construct",
            "cr": "13",
            "xp": "25,600",
            "alignment": "N",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "28, touch 8, flat-footed 28 (-1 Dex, +20 natural, -1 size)",
            "hp": "129 (18d10+30)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+6"
            },
            "immune": "construct traits, magic",
            "dr": "15/adamantine",
            "speed": "20 ft.",
            "melee": "2 slams +28 (2d10+16/19-20)",
            "special_attacks": "breath weapon, powerful blows",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "32",
              "dex": "9",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+18",
            "cmb": "+30",
            "cmd": "39",
            "environment": "any",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the golem uses this power. The save DC is Constitution-based.",
                "affliction": {
                  "name": "Breath Weapon, Iron Golem",
                  "type": "poison",
                  "contracted": "inhaled",
                  "frequency": "1/round for 4 rounds",
                  "effect": "1d4 Constitution damage",
                  "save": "Fortitude DC 19",
                  "cure": "2 saves"
                }
              },
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell."
              },
              {
                "name": "Powerful Blows",
                "type": "Ex",
                "description": "An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks."
              }
            ],
            "ecology": "An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.\n\nAlthough the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long-dead empire.",
            "source": "Bestiary"
          },
          {
            "name": "Golem, Stone",
            "creature_type": "Construct",
            "cr": "11",
            "xp": "12,800",
            "alignment": "N",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "26, touch 8, flat-footed 26 (-1 Dex, +18 natural, -1 size)",
            "hp": "107 (14d10+30)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+3",
              "will": "+4"
            },
            "immune": "construct traits, magic",
            "dr": "10/adamantine",
            "speed": "20 ft.",
            "melee": "2 slams +22 (2d10+9)",
            "special_attacks": "slow",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "9",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+14",
            "cmb": "+24",
            "cmd": "33",
            "environment": "any",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs. Its head is often carved to resemble a helmet or the head of some beast. While it may be sculpted to carry a stone shield or stone weapon such as a sword, these aesthetic choices do not affect its combat abilities.",
            "special_abilities": [
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round."
              },
              {
                "name": "Slow",
                "type": "Su",
                "description": "A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based."
              }
            ],
            "ecology": "Like most golems, a stone golem cannot speak and makes no sound other than the grinding of stone against stone when it moves. A stone golem is 9 feet tall and weighs around 2,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Golem, Wood",
            "creature_type": "Construct",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "19, touch 13, flat-footed 16 (+3 Dex, +6 natural)",
            "hp": "64 (8d10+20)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+5"
            },
            "immune": "construct traits, magic",
            "weaknesses": "vulnerable to fire",
            "dr": "5/adamantine",
            "speed": "30 ft.",
            "melee": "2 slams +12 (2d6+4)",
            "special_attacks": "splintering",
            "ability_scores": {
              "str": "18",
              "dex": "17",
              "con": "-",
              "int": "-",
              "wis": "17",
              "cha": "1"
            },
            "base_attack": "+8",
            "cmb": "+12",
            "cmd": "25",
            "environment": "any",
            "organization": "solitary or gang (2-4)",
            "treasure": "none",
            "description": "A wood golem is carved from rare woods, assembled into a roughly humanoid body with articulated limbs. Their creators usually leave their bodies almost unfinished, with individual pieces of lumber and unworked wood apparent and obvious as part of their construction. A wood golem stands 6-1/2 feet tall and weighs 400 pounds.",
            "special_abilities": [
              {
                "name": "Immunity to Magic",
                "type": "Ex",
                "description": "A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below. Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save). Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save). A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage."
              },
              {
                "name": "Splintering",
                "type": "Su",
                "description": "As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 14 halves). The save DC is Constitution-based."
              }
            ],
            "source": "Bestiary"
          },
          {
            "name": "Gorgon",
            "creature_type": "Magical Beast",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Large",
            "init": "+4",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +17",
            "ac": "20, touch 9, flat-footed 20 (+11 natural, -1 size)",
            "hp": "100 (8d10+56)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+6",
              "will": "+7"
            },
            "speed": "30 ft.",
            "melee": "gore +14 (2d8+7), 2 hooves +9 (1d6+3)",
            "special_attacks": "breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), trample (2d8+10, DC 21)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "24",
              "dex": "10",
              "con": "24",
              "int": "2",
              "wis": "16",
              "cha": "9"
            },
            "base_attack": "+8",
            "cmb": "+16",
            "cmd": "26",
            "feats": "Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)",
            "skills": "Perception +17",
            "environment": "temperate plains, rocky hills, and underground",
            "organization": "solitary, pair, pack (3-4), or herd (5-12)",
            "treasure": "none",
            "description": "This bull-like creature seems to be made of interlocking metallic plates. Faint plumes of green smoke puff from its mouth.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "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."
              }
            ],
            "ecology": "Gorgons are magical, foul-tempered creatures—while they might appear to be constructs at first glance, beneath their artifical-looking armor plates they are made of flesh and bone. Like aggressive bulls, they challenge any unfamiliar creature they encounter, often trampling their opponent's corpse or shattering its stony remnants until the creature is unrecognizable. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgon stands 6 feet tall and 8 feet long. It weighs 4,000 pounds.\n\nGorgons derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their grazing grounds. Each herd is led by a dominant bull; solitary gorgons are usually adolescent bulls driven out of their herd by the lead bull.\n\nTheir flesh is tough but beefy (once the armored hide is removed), and to those who acquire the taste, quite filling. Many stone giant tribes believe eating gorgon meat enhances their own natural armor. Powdered gorgon horn is worth 250 gp as an alternate material component for magic items using bull's strength, stoneskin, flesh to stone, statue, and similar magic.",
            "source": "Bestiary"
          },
          {
            "name": "Gray Ooze",
            "creature_type": "Ooze",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Medium",
            "init": "-5",
            "senses": "blindsight 60 ft.; Perception -5",
            "ac": "5, touch 5, flat-footed 5 (-5 Dex)",
            "hp": "50 (4d8+32)",
            "saving_throws": {
              "fort": "+9",
              "ref": "-4",
              "will": "-4"
            },
            "immune": "cold, fire",
            "defensive_abilities": "ooze traits",
            "special_qualities": "transparent",
            "speed": "10 ft.",
            "melee": "slam +6 (1d6+4 plus 1d6 acid and grab)",
            "special_attacks": "acid, constrict (1d6+1 plus 1d6 acid)",
            "ability_scores": {
              "str": "16",
              "dex": "1",
              "con": "26",
              "int": "-",
              "wis": "1",
              "cha": "1"
            },
            "base_attack": "+3",
            "cmb": "+6 (+10 grapple)",
            "cmd": "11 (can't be tripped)",
            "environment": "cold marshes and underground",
            "organization": "solitary",
            "treasure": "none",
            "description": "A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.",
            "special_abilities": [
              {
                "name": "Acid",
                "type": "Ex",
                "description": "The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based."
              },
              {
                "name": "Transparent",
                "type": "Ex",
                "description": "Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze."
              }
            ],
            "variants": [
              {
                "name": "Crystal Ooze (CR 4)",
                "description": "The crystal ooze is an aquatic variant that dwells in deeper waters than most commonly found in the gray ooze's beloved swamps. A crystal ooze has the aquatic subtype and a swim speed of 30 ft. The crystal ooze lacks the gray ooze's constrict ability, but it does secrete a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a Fortitude saving throw (the save DC is Constitution-based)."
              },
              {
                "name": "Id Ooze (CR 6)",
                "description": "Perhaps the strangest variant gray oozes are those that have developed a rudimentary intelligence, including the ability to communicate telepathically with other oozes, or even the ability to blast enemies with pulses of raw mental power. Id oozes are advanced gray oozes with an Intelligence score of 2 (and thus gain skill ranks and feats—typically 4 ranks in Stealth, Improved Initiative, and Toughness), can communicate basic empathic information with other id oozes within 100 feet via telepathy, and can use lesser confusion at will as a spell-like ability (CL equals the id ooze's HD)."
              }
            ],
            "ecology": "Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.\n\nSome sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.\n\nThe gray ooze adapts readily and swiftly to changes in environments, the simple structure of its primeval form and its method of using fission to reproduce all but ensuring that such changes occur. Listed below are two such variants that adventurers have encountered.",
            "source": "Bestiary"
          },
          {
            "name": "Green Hag",
            "creature_type": "Monstrous Humanoid",
            "cr": "5",
            "xp": "1,600",
            "alignment": "CE",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 90 ft.; Perception +15",
            "languages": "Aklo, Common, Giant",
            "ac": "19, touch 11, flat-footed 18 (+1 Dex, +8 natural)",
            "hp": "58 (9d10+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+7"
            },
            "sr": "16",
            "special_qualities": "mimicry",
            "speed": "30 ft., swim 30 ft.",
            "melee": "2 claws +13 (1d4+4 plus weakness)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) Constant—pass without trace, tongues, water breathing; At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind"
              }
            ],
            "ability_scores": {
              "str": "19",
              "dex": "12",
              "con": "12",
              "int": "15",
              "wis": "13",
              "cha": "14"
            },
            "base_attack": "+9",
            "cmb": "+13",
            "cmd": "24",
            "feats": "Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude",
            "skills": "Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18",
            "environment": "temperate marshes",
            "organization": "solitary or coven (3 hags of any kind)",
            "treasure": "standard",
            "description": "Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone.",
            "special_abilities": [
              {
                "name": "Weakness",
                "type": "Su",
                "description": "A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 16 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based."
              },
              {
                "name": "Mimicry",
                "type": "Ex",
                "description": "A green hag can imitate the sounds of almost any animal found near its lair."
              }
            ],
            "variants": [
              {
                "name": "Hag Covens",
                "description": "When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.\n\nWhenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.\n\nAll three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.\n\nAt the GM's discretion, certain more powerful hag covens might have additional spell-like abilities."
              }
            ],
            "ecology": "Terrifying crones known to haunt foul swamps and tangled forests, green hags harbor an intense hatred for all beauty and purity. Making use of their varied deceptive abilities, these crones delight in murdering innocents, unhinging noble minds, and debasing the pure of heart. They are particularly fond of using disguise self to assume the forms of alluring young maidens and then seducing young men away from their lovers or families. In this form, they can infect such noble and upstanding citizens with all manner of debauchery and scandal. Some green hags prefer to reveal their true natures to their lovers at a moment precisely engineered to drive the man mad with horror and shame. Others drag out their dalliances and do what they can to utterly ruin the lives of the men they seduce before showing the broken shell that remains the truth. In the end, the luckiest of these unfortunate lovers end up being eaten by their green hag companions—for the unlucky, their final doom can be much worse, for the cruel imagination of the green hag is vast.\n\nA typical green hag stands between 5 and 6 feet tall and weighs just under 160 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Griffon",
            "creature_type": "Magical Beast",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +12",
            "languages": "Common (cannot speak)",
            "ac": "17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)",
            "hp": "42 (5d10+15)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+4"
            },
            "speed": "30 ft., fly 80 ft. (average)",
            "melee": "bite +8 (1d6+3), 2 talons +7 (1d6+3)",
            "special_attacks": "pounce, rake (2 claws +7, 1d4+3)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "16",
              "dex": "15",
              "con": "16",
              "int": "5",
              "wis": "13",
              "cha": "8"
            },
            "base_attack": "+5",
            "cmb": "+9",
            "cmd": "21 (25 vs. trip)",
            "feats": "Iron Will, Skill Focus (Perception), Weapon Focus (bite)",
            "skills": "Acrobatics +10, Fly +6, Perception +12",
            "racial_modifiers": "+4 Acrobatics, +4 Perception",
            "environment": "temperate hills",
            "organization": "solitary, pair, or pride (6-10)",
            "treasure": "incidental",
            "description": "This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.",
            "ecology": "Griffons are powerful aerial predators, swooping down from their high aeries to take their prey with beak and talon. Aggressive and territorial, they are no mere beasts, but rather calculating combatants and loyal companions to those who earn their respect, fighting to the death to protect their friends and kin.\n\nWeighing in at over 500 pounds and measuring 8 feet long from hooked beak to tufted tail, the griffon strikes an imposing silhouette that has long been used in heraldry and other iconography as a symbol of power, authority, and justice. In reality, the griffon is less concerned with abstract concepts than with hunting food and protecting its own. While they can sometimes be trained or befriended to serve as mounts, griffons have no inherent affinity for humanoids, and frequently come into bloody conflict with civilized races over their attempts to secure their favorite food—horse flesh. City folk may marvel at the trained griffon's stately manner and 25-foot wingspan, but those farmers forced to share territory with its wild kin know to hurry home and secure their barns when the beasts' hunting shrieks split the sky.\n\nGriffons mate for life, and will often search for years to take vengeance over a slain mate or child. It was likely this innate stubbornness and fierce loyalty that first brought them into domestic use as mounts and guardians of treasure hoards. Despite the inherent danger, trade in captured griffons and stolen eggs is brisk, with their eggs worth up to 3,500 gp apiece and live young twice that. Characters eager for griffon mounts, however, should note that buying or forcibly domesticating intelligent creatures like griffons is still recognized as slavery by most good deities, and winning a griffon's allegiance of its own free will is no easy task. Reaching a mutually agreeable accord (or even a friendship) is a much more elegant and safe route to securing a griffon mount.\n\nBefore it can be ridden in combat, a griffon requires practice bearing the weight of its rider. In order to be trained successfully, a griffon must first be helpful toward its trainer (possibly requiring a Diplomacy, Intimidate, or Handle Animal check). After that, 6 weeks of practice and a successful DC 20 Handle Animal check is sufficient for the beast to be comfortable with its burden, and due to their intelligence, trained griffons can be treated as knowing every trick listed in the Handle Animal skill description, possibly even responding to new, simple requests made in Common.\n\nGriffons can carry up to 300 pounds as a light load, 600 pounds as a medium load, and 900 pounds as a heavy load. Riding a griffon requires an exotic saddle.",
            "source": "Bestiary"
          },
          {
            "name": "Harpy",
            "creature_type": "Monstrous Humanoid",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +7",
            "languages": "Common",
            "ac": "16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 natural)",
            "hp": "38 (7d10)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+7",
              "will": "+6"
            },
            "speed": "20 ft., fly 80 ft. (average)",
            "melee": "morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)",
            "special_attacks": "captivating song",
            "ability_scores": {
              "str": "12",
              "dex": "15",
              "con": "10",
              "int": "7",
              "wis": "12",
              "cha": "17"
            },
            "base_attack": "+7",
            "cmb": "+8",
            "cmd": "21",
            "feats": "Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)",
            "skills": "Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5",
            "environment": "temperate marshes",
            "organization": "solitary, pair, or flight (3-12)",
            "treasure": "standard (leather armor, morningstar, and other treasure)",
            "description": "Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.",
            "special_abilities": [
              {
                "name": "Captivating Song",
                "type": "Su",
                "description": "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."
              }
            ],
            "ecology": "Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. Easy prey makes for a boring meal.\n\nWhile ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals.\n\nHarpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils.\n\nHarpies appear wildly different in different lands. Some seem like an amalgam of vultures and women, while others bear the regal markings of hawks or falcons in their feathers. Rare clutches of harpies in isolated and tropical parts of the world even have colorful feathers akin to parrots.",
            "source": "Bestiary"
          },
          {
            "name": "Hell Hound",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar, fire, lawful",
            "cr": "3",
            "xp": "800",
            "alignment": "LE",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft., scent; Perception +7",
            "languages": "Infernal (cannot speak)",
            "ac": "16, touch 11, flat-footed 15 (+1 Dex, +5 natural)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+1"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "speed": "40 ft.",
            "melee": "bite +5 (1d8+1 plus 1d6 fire)",
            "special_attacks": "breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)",
            "ability_scores": {
              "str": "13",
              "dex": "13",
              "con": "15",
              "int": "6",
              "wis": "10",
              "cha": "6"
            },
            "base_attack": "+4",
            "cmb": "+5",
            "cmd": "16 (20 vs. trip)",
            "feats": "Improved Initiative, Run",
            "skills": "Acrobatics +8, Perception +7, Stealth +13, Survival +7",
            "racial_modifiers": "+5 Stealth",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "incidental",
            "description": "This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.",
            "ecology": "A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing creatures relentlessly.\n\nHell hounds are particularly favored by fire giants, as the creatures are immune to fire and share the fire giant's sense of cruelty when it comes to handling intruders. Only when a fire giant goes too far toward treating a relatively intelligent hell hound like a pet do such alliances begin to falter.",
            "source": "Bestiary"
          },
          {
            "name": "Hell Hound, Nessian",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar, fire, lawful",
            "cr": "9",
            "xp": "6,400",
            "alignment": "LE",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft., scent; Perception +12",
            "languages": "Infernal",
            "ac": "24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, -1 size)",
            "hp": "126 (12d10+60)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+10",
              "will": "+5"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "speed": "40 ft.",
            "melee": "bite +20 (2d6+12/19-20 plus 2d6 fire)",
            "special_attacks": "breath weapon (30-ft. cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 21 half)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "15",
              "con": "21",
              "int": "4",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+12",
            "cmb": "+21",
            "cmd": "33 (37 vs. trip)",
            "feats": "Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth, Survival), Weapon Focus (bite)",
            "skills": "Acrobatics +16, Perception +12, Stealth +21, Survival +18",
            "racial_modifiers": "+5 Stealth",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or pack (3-6)",
            "treasure": "standard (+2 chain shirt barding)",
            "description": "This creature resembles a powerfully built wolf the size of a large draft horse, with ebony fur and burning, fiery red eyes.",
            "ecology": "All are fitted with shirts of fire-scorched barding, and the loyal beasts obey their master perfectly.\n\nThey are fearsome, snarling horrors in combat.",
            "source": "Bestiary"
          },
          {
            "name": "Herd Animal, Aurochs",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +9",
            "ac": "13, touch 9, flat-footed 13 (+4 natural, -1 size)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+3",
              "will": "+1"
            },
            "speed": "40 ft.",
            "melee": "gore +7 (1d8+9)",
            "special_attacks": "stampede, trample (2d6+9, DC 17)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "23",
              "dex": "10",
              "con": "17",
              "int": "2",
              "wis": "11",
              "cha": "4"
            },
            "base_attack": "+2",
            "cmb": "+9",
            "cmd": "19 (23 vs. trip)",
            "feats": "Endurance, Skill Focus (Perception)",
            "skills": "Perception +9",
            "environment": "temperate plains",
            "organization": "solitary, pair, or herd (3-30)",
            "treasure": "none",
            "description": "This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp.",
            "special_abilities": [
              {
                "name": "Stampede",
                "type": "Ex",
                "description": "A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2."
              }
            ],
            "ecology": "Aurochs (both singular and plural) are large herd animals similar to domesticated cattle.\n\nAs an Animal Companion: An aurochs can be taken as an animal companion. Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities stampede, trample.",
            "source": "Bestiary"
          },
          {
            "name": "Herd Animal, Bison",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "17, touch 9, flat-footed 17 (+8 natural, -1 size)",
            "hp": "42 (5d8+20)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+4",
              "will": "+1"
            },
            "speed": "40 ft.",
            "melee": "gore +10 (2d6+12)",
            "special_attacks": "stampede (see aurochs), trample (2d6+12, DC 20)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "10",
              "con": "19",
              "int": "2",
              "wis": "11",
              "cha": "4"
            },
            "base_attack": "+3",
            "cmb": "+12",
            "cmd": "22 (26 vs. trip)",
            "feats": "Endurance, Improved Bull Rush, Power Attack",
            "skills": "Perception +8",
            "environment": "cold or temperate plains",
            "organization": "solitary, pair, or herd (3-30)",
            "treasure": "none",
            "description": "This creature has small, upward-pointing horns, a shaggy coat of fur, and a large hump on its shoulders.",
            "ecology": "Bison are large herd animals. They can grow as long as 12 feet and as tall as 7 feet at the shoulder. Average bison weigh 2,200 pounds. The bison's statistics can be used for almost any larger herd animal, such as the buffalo.\n\nBison frighten far less easily than their domesticated cousins and are much more aggressive when protecting the herd or their young. Adult bulls are extremely confontational in mating season, and even kill one another in pursuit of particular females. After mating season, herds of bison tend to separate into smaller herds in preparation for the arrival of new calves.\n\nBison companions are identical to aurochs animal companions.",
            "source": "Bestiary"
          },
          {
            "name": "Hobgoblin",
            "creature_type": "Humanoid",
            "creature_subtype": "goblinoid",
            "cr": "1/2",
            "xp": "200",
            "alignment": "LE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +2",
            "languages": "Common, Goblin",
            "ac": "16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)",
            "hp": "17 (1d10+7)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+2",
              "will": "+1"
            },
            "speed": "30 ft.",
            "melee": "longsword +4 (1d8+2/19-20)",
            "ranged": "longbow +3 (1d8/×3)",
            "level": "fighter 1",
            "ability_scores": {
              "str": "15",
              "dex": "15",
              "con": "16",
              "int": "10",
              "wis": "12",
              "cha": "8"
            },
            "base_attack": "+1",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Toughness, Weapon Focus (longsword)",
            "skills": "Perception +2, Stealth +5",
            "racial_modifiers": "+4 Stealth",
            "environment": "temperate hills",
            "organization": "gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)",
            "treasure": "NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)",
            "description": "Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny, observant eyes.",
            "ecology": "Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.\n\nOf all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred's unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement.\n\nMany hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.\n\nIt is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe's lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, \"elf magic.\" This is the root of their hatred of magic—the hobgoblins' hatred of elves.\n\nA hobgoblin stands 5 feet tall and weighs 160 pounds.\n\nRacial Traits: Hobgoblins are defined by their class levels—they do not possess racial Hit Dice. All hobgoblins have the following racial traits. +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty. Darkvision: Hobgoblins can see in the dark up to 60 feet. Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks. Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.",
            "source": "Bestiary"
          },
          {
            "name": "Homunculus",
            "creature_type": "Construct",
            "cr": "1",
            "xp": "400",
            "alignment": "Any alignment (same as creator)",
            "size": "Tiny",
            "init": "+2",
            "senses": "darkvision 60 ft., low-light vision; Perception +3",
            "languages": "Common (cannot speak); telepathic link",
            "ac": "14, touch 14, flat-footed 12 (+2 Dex, +2 size)",
            "hp": "11 (2d10)",
            "saving_throws": {
              "fort": "+0",
              "ref": "+4",
              "will": "+1"
            },
            "defensive_abilities": "construct traits",
            "speed": "20 ft., fly 50 ft. (good)",
            "melee": "1 bite +3 (1d4-1 plus poison)",
            "space": "2-1/2 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "8",
              "dex": "15",
              "con": "-",
              "int": "10",
              "wis": "12",
              "cha": "7"
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "11",
            "feats": "Lightning Reflexes",
            "skills": "Fly +10, Perception +3, Stealth +12",
            "environment": "any",
            "organization": "solitary",
            "treasure": "none",
            "description": "This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based and includes a +2 racial bonus. Bite—Homunculus Venom.",
                "affliction": {
                  "name": "Homunculus Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/minute for 60 minutes",
                  "effect": "sleep for 1 minute",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              },
              {
                "name": "Telepathic Link",
                "type": "Su",
                "description": "A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet."
              }
            ],
            "ecology": "A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus's creator determines its precise features; some are more refined looking, but most creators don't bother to improve the creature's appearance beyond the minimum necessary for functioning.\n\nHomunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master, though it can be removed forcibly. If this occurs, the creature does everything in its power to return to this range, as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals 2d10 points of damage to its master. If the creature's master is slain, the homunculus goes insane—it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair.\n\nOn rare occasions, a homunculus freed from its servitude rises above its master's original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master's legacy, or even the reincarnated spirit of the master himself.\n\nConstruction: A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, and one pint of the creator's own blood. These materials cost 50 gp. After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory, and costing an additional 1,000 gp to supply. If the creator is personally constructing the creature's body, the building and ritual can be performed together. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create. The person whose blood is used to form a homunculus's body becomes its master; it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood. Homunculus: CL 7th; Price 2,050 gp; Construction Requirements Craft Construct, arcane eye, mirror image, mending; Skill Craft (leather) or Craft (sculptures) DC 12; Cost 1,050 gp.",
            "source": "Bestiary"
          },
          {
            "name": "Horse",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +6",
            "ac": "11, touch 11, flat-footed 9 (+2 Dex, -1 size)",
            "hp": "15 (2d8+6)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+1"
            },
            "special_qualities": "docile",
            "speed": "50 ft.",
            "melee": "2 hooves -2 (1d4+1)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "16",
              "dex": "14",
              "con": "17",
              "int": "2",
              "wis": "13",
              "cha": "7"
            },
            "base_attack": "+1",
            "cmb": "+5",
            "cmd": "17 (21 vs. trip)",
            "feats": "Endurance, RunB",
            "skills": "Perception +6",
            "environment": "temperate plains",
            "organization": "solitary, pair, or herd (3-30)",
            "treasure": "none",
            "description": "This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.",
            "special_abilities": [
              {
                "name": "Docile",
                "type": "Ex",
                "description": "Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks."
              }
            ],
            "variants": [
              {
                "name": "Heavy Horse",
                "description": "The statistics above are for a typical riding horse, called by some a \"light horse.\" Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called \"heavy horses\" and gain the following adjustments to the base statistics detailed above. A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill."
              }
            ],
            "ecology": "Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Horse, Pony",
            "creature_type": "Animal",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "low-light vision, scent; Perception +5",
            "ac": "11, touch 11, flat-footed 10 (+1 Dex)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+4",
              "will": "+0"
            },
            "special_qualities": "docile (see horse)",
            "speed": "40 ft.",
            "melee": "2 hooves -3 (1d3)",
            "ability_scores": {
              "str": "13",
              "dex": "13",
              "con": "14",
              "int": "2",
              "wis": "11",
              "cha": "4"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "13 (17 vs. trip)",
            "feats": "Endurance, RunB",
            "skills": "Perception +5",
            "environment": "temperate plains",
            "organization": "solitary, pair, or herd (3-30)",
            "treasure": "none",
            "description": "This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.",
            "ecology": "Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.\n\nA light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.\n\nThe statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called \"heavy ponies.\" Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.",
            "source": "Bestiary"
          },
          {
            "name": "Human Skeleton",
            "creature_type": "Undead",
            "cr": "1/3",
            "xp": "135",
            "alignment": "NE",
            "size": "Medium",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +0",
            "ac": "16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)",
            "hp": "4 (1d8)",
            "saving_throws": {
              "fort": "+0",
              "ref": "+2",
              "will": "+2"
            },
            "immune": "cold, undead traits",
            "dr": "5/bludgeoning",
            "speed": "30 ft.",
            "melee": "broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2)",
            "gear": "broken chain shirt, broken scimitar",
            "ability_scores": {
              "str": "15",
              "dex": "14",
              "con": "-",
              "int": "-",
              "wis": "10",
              "cha": "10"
            },
            "base_attack": "+0",
            "cmb": "+2",
            "cmd": "14",
            "feats": "Improved InitiativeB",
            "environment": "any",
            "organization": "any",
            "treasure": "none",
            "ecology": "Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor.",
            "source": "Bestiary"
          },
          {
            "name": "Human Zombie",
            "creature_type": "Undead",
            "cr": "1/2",
            "xp": "200",
            "alignment": "NE",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +0",
            "ac": "12, touch 10, flat-footed 12 (+2 natural)",
            "hp": "12 (2d8+3)",
            "saving_throws": {
              "fort": "+0",
              "ref": "+0",
              "will": "+3"
            },
            "immune": "undead traits",
            "special_qualities": "staggered",
            "dr": "5/slashing",
            "speed": "30 ft.",
            "melee": "slam +4 (1d6+4)",
            "ability_scores": {
              "str": "17",
              "dex": "10",
              "con": "-",
              "int": "-",
              "wis": "10",
              "cha": "10"
            },
            "base_attack": "+1",
            "cmb": "+4",
            "cmd": "14",
            "feats": "ToughnessB",
            "environment": "any",
            "organization": "any",
            "treasure": "none",
            "ecology": "Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.\n\nZombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.\n\nAlthough capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.",
            "source": "Bestiary"
          },
          {
            "name": "Hydra",
            "creature_type": "Magical Beast",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+1",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +10",
            "ac": "15, touch 9, flat-footed 14 (+1 Dex, +6 natural, -2 size)",
            "hp": "47 (5d10+20); fast healing 5",
            "saving_throws": {
              "fort": "+8",
              "ref": "+7",
              "will": "+3"
            },
            "special_qualities": "hydra traits, regenerate head",
            "speed": "20 ft., swim 20 ft.",
            "melee": "5 bites +6 (1d8+3)",
            "special_attacks": "pounce",
            "space": "15 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "17",
              "dex": "12",
              "con": "18",
              "int": "2",
              "wis": "11",
              "cha": "9"
            },
            "base_attack": "+5",
            "cmb": "+10",
            "cmd": "21 (can't be tripped)",
            "feats": "Combat Reflexes, Iron Will, Lightning Reflexes",
            "skills": "Perception +10, Swim +11",
            "racial_modifiers": "+2 Perception",
            "environment": "temperate marshes",
            "organization": "solitary",
            "treasure": "standard",
            "description": "Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.",
            "special_abilities": [
              {
                "name": "Fast Healing",
                "type": "Ex",
                "description": "A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body."
              },
              {
                "name": "Hydra Traits",
                "type": "Ex",
                "description": "A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties."
              },
              {
                "name": "Regenerate Head",
                "type": "Ex",
                "description": "When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire."
              }
            ],
            "variants": [
              {
                "name": "Cryohydra/Pyrohydra (+2 CR)",
                "description": "Variants of the standard hydra, the cryohydra lives in cold marshes or on glaciers, while the pyrohydra prefers deserts or volcanic mountains. A cryohydra gains the Cold subtype, while a pyrohydra gains the Fire subtype. Each of its heads has a breath weapon (15-ft. cone, 3d6 cold damage [cryohydra] or 3d6 fire damage [pyrohydra], Reflex half) useable every 1d4 rounds. The save DC is 10 + 1/2 the hydra's HD + the hydra's Con modifier. Although fire attacks cannot prevent a pyrohydra's neck stump from growing new heads (since it is immune to fire), 5 points of cold damage does. Acid works normally on both hydra variants."
              }
            ],
            "ecology": "You can make more powerful hydras by increasing their Hit Dice—each added HD increases the hydra's statistics as appropriate, but also gives it one additional head and a +1 increase to its natural armor. A hydra's CR increases by +1 for each Hit Die it gains.",
            "source": "Bestiary"
          },
          {
            "name": "Hyena",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +7",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+5",
              "will": "+1"
            },
            "speed": "50 ft.",
            "melee": "bite +3 (1d6+3 plus trip)",
            "ability_scores": {
              "str": "14",
              "dex": "15",
              "con": "15",
              "int": "2",
              "wis": "13",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+3",
            "cmd": "15 (19 vs. trip)",
            "feats": "Skill Focus (Perception)",
            "skills": "Perception +8, Stealth +6 (+10 in tall grass)",
            "racial_modifiers": "+4 Stealth in tall grass",
            "environment": "warm plains",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "none",
            "description": "This hyena is covered in shaggy, tan-colored fur with black and brown stripes.",
            "ecology": "Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are largely scavengers, but aren't above supplementing their diet of carrion with fresh prey.\n\nHyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe's front while the rest of the pack circles and attacks from behind.\n\nMany of the savage humanoid races, particularly gnolls, use hyenas as guard dogs. Such hyenas typically wear leather barding and are trained from birth to be vicious and savage—many such creatures are advanced hyenas.\n\nAs an Animal Companion: A hyena can be taken as an animal companion. Starting Statistics: Size Small; Speed 50 ft.; AC +2 natural armor; Attack bite (1d4 plus trip); Ability Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent. 4th-Level Advancement: Size Medium; Attack bite (1d6 plus trip); Ability Scores Str +4, Dex -2, Con +2.",
            "source": "Bestiary"
          },
          {
            "name": "Hyena, Dire",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)",
            "hp": "26 (4d8+8)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+6",
              "will": "+2"
            },
            "speed": "50 ft.",
            "melee": "bite +6 (2d6+6 plus trip)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "18",
              "dex": "15",
              "con": "15",
              "int": "2",
              "wis": "13",
              "cha": "6"
            },
            "base_attack": "+3",
            "cmb": "+8",
            "cmd": "20 (24 vs. trip)",
            "feats": "Skill Focus (Perception, Stealth)",
            "skills": "Perception +8, Stealth +7 (+11 in tall grass or heavy undergrowth)",
            "racial_modifiers": "+4 Stealth in tall grass",
            "environment": "warm plains",
            "organization": "solitary, pair, or pack (3-8)",
            "treasure": "incidental",
            "description": "This large hyena has a thick head, rheumy red eyes, and a mouth filled with sharp, powerful teeth.",
            "ecology": "Dire hyenas (known to many as hyaenodons) are more fearsome than their smaller cousins. While hyaenodons won't turn down carrion as a handy meal, they much prefer to hunt for prey. A pack of dire hyenas rarely stops moving and hunting for anything other than sleep, mating, or food. Hyaenodons are 6 feet tall at the shoulder and often over 12 feet long. They weigh 900 pounds.\n\nGnolls have been known to train hyaenodons to serve in their lairs as guardians, or more commonly as fearsome mounts.",
            "source": "Bestiary"
          },
          {
            "name": "Intellect Devourer",
            "creature_type": "Aberration",
            "cr": "8",
            "xp": "4,800",
            "alignment": "CE",
            "size": "Small",
            "init": "+10",
            "senses": "blindsight 60 ft., detect magic; Perception +19",
            "languages": "Undercommon (cannot speak); telepathy 100 ft.",
            "ac": "22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)",
            "hp": "84 (8d8+48)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+8",
              "will": "+8"
            },
            "immune": "fire, mind-affecting effects",
            "resist": "cold 20, electricity 20, sonic 20",
            "weaknesses": "vulnerability to protection from evil",
            "dr": "10/adamantine and magic",
            "sr": "23",
            "speed": "40 ft.",
            "melee": "4 claws +13 (1d4+1)",
            "special_attacks": "body thief, sneak attack +3d6",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) Constant—detect magic; At will—confusion (DC 17, single target only), daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, reduce size (as reduce person but self only); 3/day—cure moderate wounds, globe of invulnerability"
              }
            ],
            "ability_scores": {
              "str": "12",
              "dex": "23",
              "con": "21",
              "int": "16",
              "wis": "10",
              "cha": "17"
            },
            "base_attack": "+6",
            "cmb": "+6",
            "cmd": "22 (26 vs. trip)",
            "feats": "Improved Initiative, Iron Will, Toughness, Weapon Finesse",
            "skills": "Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11",
            "racial_modifiers": "+8 Bluff, +8 Perception, +8 Stealth",
            "environment": "any underground",
            "organization": "solitary, brood (2-6), or tribe (7-16)",
            "treasure": "double",
            "description": "Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain.",
            "special_abilities": [
              {
                "name": "Body Thief",
                "type": "Su",
                "description": "As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can."
              },
              {
                "name": "Vulnerable to Protection from Evil",
                "type": "Ex",
                "description": "An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell."
              }
            ],
            "ecology": "Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to \"shop\" for an attractive new body.\n\nAn intellect devourer is 3 feet long and weighs about 60 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Invisible Stalker",
            "creature_type": "Outsider",
            "creature_subtype": "air, elemental, extraplanar",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +12",
            "languages": "Auran, Common",
            "ac": "20, touch 14, flat-footed 16 (+4 Dex, +6 natural)",
            "hp": "80 (7d10+42)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+11",
              "will": "+4"
            },
            "immune": "elemental traits",
            "defensive_abilities": "natural invisibility",
            "special_qualities": "improved tracking",
            "speed": "30 ft., fly 30 (perfect)",
            "melee": "2 slams +12 (2d6+4)",
            "ability_scores": {
              "str": "18",
              "dex": "19",
              "con": "22",
              "int": "14",
              "wis": "15",
              "cha": "11"
            },
            "base_attack": "+7",
            "cmb": "+11",
            "cmd": "25",
            "feats": "Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (slam)",
            "skills": "Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +14, Survival +12",
            "environment": "any (Plane of Air)",
            "organization": "solitary",
            "treasure": "standard",
            "description": "No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature's presence.",
            "special_abilities": [
              {
                "name": "Improved Tracking",
                "type": "Ex",
                "description": "An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed."
              },
              {
                "name": "Natural Invisibility",
                "type": "Ex",
                "description": "This ability is constant—an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above."
              }
            ],
            "ecology": "Very little is known about these enigmatic and mysterious creatures, as their very nature makes details of their true form difficult to discern. Brought to this world from the Plane of Air, these creatures fulfill tasks for those who conjure them. Invisible stalkers act as guardians, assassins, and trackers, occupations in which they excel. Their natural invisibility and skill at stealth allow them to follow their quarry without detection and give them the upper hand when it comes to exterminating a mark.\n\nMany invisible stalkers resent this and see these petty tasks as nothing more than chores dictated by mortals. When given a particularly complex or bothersome task, an invisible stalker seeks to find a loophole in a poorly worded instruction. For instance, wizards calling an invisible stalker into service with the instructions \"protect me from danger\" might find themselves escorted to a faraway hidden location, or even brought to the Plane of Air.\n\nDue to their constant summoning, many invisible stalkers harbor hostility for those dwelling on the Material Plane. Those invisible stalkers new to the mortal world only know the stories of their kind and tend to keep an open mind about the intentions of those who call them. Over time, or in the service of a particularly vile master, invisible stalkers form negative opinions of these creatures of flesh and bone, leading to their tendency to pervert their instructions and cause harm to their masters. For older and more experienced invisible stalkers, the only thing protecting those who summon them is the magic that binds them. These creatures automatically try to use inconsistencies in the wording of their tasks and literal twists on the intention to find a way to inconvenience, injure, or even kill the priest or arcanist that brought them to the plane.",
            "source": "Bestiary"
          },
          {
            "name": "Iron Cobra",
            "creature_type": "Construct",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Small",
            "init": "+2",
            "senses": "darkvision 60 ft., low-light vision; Perception +0",
            "ac": "20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)",
            "hp": "15 (1d10+10)",
            "saving_throws": {
              "fort": "+0",
              "ref": "+2",
              "will": "+0"
            },
            "immune": "construct traits",
            "special_qualities": "find target",
            "dr": "5/-",
            "sr": "13",
            "speed": "40 ft.",
            "melee": "bite +3 (1d6+1 plus poison)",
            "ability_scores": {
              "str": "12",
              "dex": "15",
              "con": "-",
              "int": "-",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+1",
            "cmb": "+1",
            "cmd": "13 (can't be tripped)",
            "skills": "Stealth +12",
            "racial_modifiers": "+6 Stealth",
            "environment": "any",
            "organization": "solitary, pair, or nest (3-10)",
            "treasure": "none",
            "description": "This creature resembles a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.",
            "special_abilities": [
              {
                "name": "Find Target",
                "type": "Su",
                "description": "Once per day, an iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used. Bite—Black Adder Venom.",
                "affliction": {
                  "name": "Black Adder Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Constitution damage",
                  "save": "Fortitude DC 11",
                  "cure": "1 save"
                }
              }
            ],
            "variants": [
              {
                "name": "Adamantine Cobra (+1 CR)",
                "description": "This cobra is more solidly built than others. Its natural armor bonus increases to +12, it gains +5 hp per HD, and it gains DR 10/—."
              },
              {
                "name": "Cold Iron Cobra (+0 CR)",
                "description": "This cobra's natural attacks count as cold iron for the purpose of bypassing damage reduction."
              },
              {
                "name": "Darkwood Cobra (+0 CR)",
                "description": "This cobra is more mobile; it gains a swim speed of 30 ft. and a climb speed of 20 ft."
              },
              {
                "name": "Mithral Cobra (+1 CR)",
                "description": "This cobra is much swifter. Its Dexterity increases by +4 and its speed to 70 ft., and it can make 2 bite attacks per round as a full attack action."
              }
            ],
            "ecology": "The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra's poison reservoir can contain multiple types of venom, the construct's specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra's master to do other things in a combat round apart from quaffing potions.\n\nIron is the most common material for these creations, but some crafters prefer more exotic materials when creating the serpentine constructs.\n\nConstruction: An iron cobra's body is built from 100 pounds of magically treated materials (typically iron). Iron Cobra: CL 7th; Price 4,000 gp (iron); 20,000 gp (adamantine), 8,000 gp (cold iron), 5,000 gp (darkwood), or 10,000 gp (mithral); Construction Requirements Craft Construct, animate object, discern location, geas/quest; Skill Craft (armor), Craft (blacksmithing), Craft (carpentry [for darkwood cobras only]), or Craft (weapons) DC 15; Cost 2,000 gp (iron); 10,000 gp (adamantine); 4,000 gp (cold iron), 2,500 gp (darkwood); 5,000 gp (mithral).",
            "source": "Bestiary"
          },
          {
            "name": "Kobold",
            "creature_type": "Humanoid",
            "creature_subtype": "reptilian",
            "cr": "1/4",
            "xp": "100",
            "alignment": "LE",
            "size": "Small",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Common, Draconic",
            "ac": "15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)",
            "hp": "5 (1d10)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+1",
              "will": "-1"
            },
            "weaknesses": "light sensitivity",
            "special_qualities": "crafty",
            "speed": "30 ft.",
            "melee": "spear +1 (1d6-1)",
            "ranged": "sling +3 (1d3-1)",
            "level": "warrior 1",
            "ability_scores": {
              "str": "9",
              "dex": "13",
              "con": "10",
              "int": "10",
              "wis": "9",
              "cha": "8"
            },
            "base_attack": "+1",
            "cmb": "-1",
            "cmd": "10",
            "feats": "Skill Focus (Perception)",
            "skills": "Craft (trapmaking) +6, Perception +5, Stealth +5",
            "racial_modifiers": "+2 Craft (trapmaking), +2 Perception, +2 Profession (miner)",
            "environment": "temperate underground or deep forest",
            "organization": "solitary, gang (2-4), nest (5-30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th-6th level), or tribe (31-300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th-8th level, and 5-16 dire rats)",
            "treasure": "NPC gear (leather armor, spear, sling, other treasure)",
            "description": "This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.",
            "special_abilities": [
              {
                "name": "Crafty",
                "type": "Ex",
                "description": "Craft (trapmaking) and Stealth are always class skills for a kobold."
              }
            ],
            "ecology": "Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.\n\nWhile they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.\n\nKobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.\n\nRacial Traits: Kobolds are defined by their class levels—they do not possess racial Hit Dice. A kobold with NPC class levels takes a –3 penalty to its CR (rather than the normal –2 penalty). All kobolds have the following racial traits. -4 Strength, +2 Dexterity, -2 Constitution: Kobolds are fast but weak. Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Normal Speed: Kobolds have a base speed of 30 feet. Darkvision: Kobolds can see in the dark up to 60 feet. Armor: Kobolds have a +1 natural armor bonus. Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold. Weakness: Light sensitivity. Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, and Undercommon.",
            "source": "Bestiary"
          },
          {
            "name": "Kraken",
            "creature_type": "Magical Beast",
            "creature_subtype": "aquatic",
            "cr": "18",
            "xp": "153,600",
            "alignment": "NE",
            "size": "Gargantuan",
            "init": "+4",
            "senses": "darkvision 120 ft., low-light vision; Perception +28",
            "languages": "Aquan, Common",
            "ac": "32, touch 6, flat-footed 32 (+26 natural, -4 size)",
            "hp": "290 (20d10+180)",
            "saving_throws": {
              "fort": "+21",
              "ref": "+12",
              "will": "+11"
            },
            "immune": "cold, mind-affecting effects, poison",
            "special_qualities": "tenacious grapple",
            "speed": "10 ft., swim 40 ft., jet 280 ft.",
            "melee": "2 arms +26 (2d6+10/19-20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)",
            "special_attacks": "constrict (tentacles, 1d8+10), ink cloud, rend ship",
            "space": "20 ft.",
            "reach": "20 ft. (60 ft. with arm, 40 ft. with tentacle)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 15th) 1/day—control weather, control winds, dominate monster (DC 24, animal only), resist energy"
              }
            ],
            "ability_scores": {
              "str": "30",
              "dex": "10",
              "con": "29",
              "int": "21",
              "wis": "20",
              "cha": "21"
            },
            "base_attack": "+20",
            "cmb": "+34 (+38 grappling)",
            "cmd": "44 (can't be tripped)",
            "feats": "Bleeding Critical, Blind-Fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Power Attack",
            "skills": "Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +41, Use Magic Device +25",
            "environment": "any ocean",
            "organization": "solitary",
            "treasure": "triple",
            "description": "This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.",
            "special_abilities": [
              {
                "name": "Ink Cloud",
                "type": "Ex",
                "description": "A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.",
                "affliction": {
                  "name": "Kraken Ink Cloud",
                  "type": "poison",
                  "contracted": "contact",
                  "frequency": "1/round for 10 rounds",
                  "effect": "1 Strength damage plus nausea",
                  "save": "Fortitude DC 29",
                  "cure": "2 consecutive saves"
                }
              },
              {
                "name": "Jet",
                "type": "Ex",
                "description": "A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting."
              },
              {
                "name": "Rend Ship",
                "type": "Ex",
                "description": "As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship's captain's Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can't attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship's hull."
              },
              {
                "name": "Tenacious Grapple",
                "type": "Ex",
                "description": "A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles."
              }
            ],
            "ecology": "The legendary kraken is one of the greatest of sailors' fears, for here is a creature the size of a whale, one that can strike from the unseen depths below, can command the winds and weather that a ship needs to move, and possesses the cruel intellect of the world's most creative and spiteful criminals. Some believe krakens to be a punishment of the gods, while others hold them to be the true lords of the deep, with the air-breathing races naught but their cattle.\n\nA kraken measures nearly 100 feet in length and weighs 4,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Kyton",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar, kyton, lawful",
            "cr": "6",
            "xp": "2,400",
            "alignment": "LE",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +14",
            "languages": "Common, Infernal",
            "ac": "21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)",
            "hp": "60 (8d10+16); regeneration 2 (good weapons and spells, silver weapons)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+9",
              "will": "+3"
            },
            "immune": "cold",
            "special_qualities": "chain armor",
            "dr": "5/silver or good",
            "sr": "17",
            "speed": "30 ft.",
            "melee": "4 chains +11 (2d4+2)",
            "special_attacks": "dancing chains, unnerving gaze",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with chains)",
            "ability_scores": {
              "str": "15",
              "dex": "17",
              "con": "14",
              "int": "11",
              "wis": "12",
              "cha": "12"
            },
            "base_attack": "+8",
            "cmb": "+10",
            "cmd": "23",
            "feats": "Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)",
            "skills": "Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14",
            "environment": "any",
            "organization": "solitary, pair, link (3-6), or chain (7-20)",
            "treasure": "standard",
            "description": "Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.",
            "special_abilities": [
              {
                "name": "Chain Armor",
                "type": "Ex",
                "description": "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."
              },
              {
                "name": "Dancing Chains",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Unnerving Gaze",
                "type": "Su",
                "description": "Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based."
              }
            ],
            "ecology": "Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches.\n\nThe kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race—the kyton presented here but the result of unholy dalliances with their unfortunate victims.",
            "source": "Bestiary"
          },
          {
            "name": "Lamia",
            "creature_type": "Monstrous Humanoid",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CE",
            "size": "Large",
            "init": "+3",
            "senses": "darkvision 60 ft., low-light vision; Perception +15",
            "languages": "Abyssal, Common",
            "ac": "20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural, -1 size)",
            "hp": "67 (9d10+18)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+9",
              "will": "+11"
            },
            "special_qualities": "undersized weapons",
            "speed": "60 ft.",
            "melee": "+1 dagger +13/+8 (1d4+4/19-20), touch +7 (1d4 Wisdom drain), 2 claws +7 (1d4+2)",
            "special_attacks": "Wisdom drain",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—disguise self, ventriloquism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14)"
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "16",
              "con": "14",
              "int": "13",
              "wis": "17",
              "cha": "13"
            },
            "base_attack": "+9",
            "cmb": "+14",
            "cmd": "28 (32 vs. trip)",
            "feats": "Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack",
            "skills": "Bluff +9, Diplomacy +4, Disguise +6, Intimidate +10, Knowledge (religion) +4, Perception +15, Stealth +15, Survival +12",
            "racial_modifiers": "+4 Bluff, +4 Stealth",
            "environment": "temperate deserts",
            "organization": "solitary, pair, or cult (3-12)",
            "treasure": "double (+1 dagger, other treasure)",
            "description": "This creature's upper torso is that of a comely woman with cat's eyes and sharp fangs, while her lower body is that of a lion.",
            "special_abilities": [
              {
                "name": "Undersized Weapons",
                "type": "Ex",
                "description": "Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias wield weapons as if they were one size category smaller than their actual size (Medium for most lamias)."
              },
              {
                "name": "Wisdom Drain",
                "type": "Su",
                "description": "A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion."
              }
            ],
            "ecology": "The hate-filled inheritors of an ancient curse, lamias appear as lean and attractive women from the waist up, while below they possess the bodies of powerful lions. Even their humanoid features bear distinctly feline traits, their eyes slitted and feral and their teeth like predatory fangs. A typical lamia stands over 6 feet tall, measures more than 8 feet long, and weighs upward of 650 pounds.\n\nLamias are attracted to the ruined and forsaken parts of the world. Crumbling keeps, abandoned cities, and forgotten monuments all satisfy these deadly hunters' cruel aesthetic—particularly those in arid or otherwise lifeless environs. Foremost, though, lamias favor decrepit temples. They delight in seeing the shrines of good deities in ruins and go out of their way to bring hardship to thriving holy places.\n\nLamias look to the eldest female of the group as their leader, mother, and shaman, cleaving to her with fanatical reverence. While lamias shun most religious followings—viewing such as the source of the curse that blighted them with bestial forms—lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people.\n\nThe lamias presented here are but the most common and least powerful members of this cursed race, with others bearing serpentine, avian, and even more perverse forms.",
            "source": "Bestiary"
          },
          {
            "name": "Leech, Giant",
            "creature_type": "Vermin",
            "creature_subtype": "aquatic",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "blindsight 30 ft., scent; Perception +0",
            "ac": "11, touch 11, flat-footed 10 (+1 Dex)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+2",
              "will": "+1"
            },
            "immune": "mind-affecting effects",
            "weaknesses": "susceptible to salt",
            "special_qualities": "amphibious",
            "speed": "5 ft., swim 20 ft.",
            "melee": "bite +2 (1d6 plus attach)",
            "special_attacks": "blood drain",
            "ability_scores": {
              "str": "11",
              "dex": "12",
              "con": "14",
              "int": "-",
              "wis": "10",
              "cha": "1"
            },
            "base_attack": "+2",
            "cmb": "+2 (+10 when attached)",
            "cmd": "13 (can't be tripped)",
            "skills": "Stealth +1 (+9 in swamps), Swim +8",
            "racial_modifiers": "+8 Stealth in swamps",
            "environment": "temperate or warm marshes",
            "organization": "cluster, pair, or brood (3-6)",
            "treasure": "none",
            "description": "A parasite ballooned to monstrous proportions undulates in the muck, its circular maw a spiral of teeth.",
            "special_abilities": [
              {
                "name": "Attach",
                "type": "Ex",
                "description": "When a giant leech hits with a bite attack, it latches onto its target and automatically grapples. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the giant leech is removed."
              },
              {
                "name": "Blood Drain",
                "type": "Ex",
                "description": "A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage."
              },
              {
                "name": "Susceptible to Salt",
                "type": "Ex",
                "description": "A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use."
              }
            ],
            "ecology": "These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.",
            "source": "Bestiary"
          },
          {
            "name": "Lich",
            "creature_type": "Undead",
            "creature_subtype": "augmented humanoid",
            "cr": "12",
            "xp": "19,200",
            "alignment": "NE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft., life sight*; Perception +24",
            "languages": "Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon",
            "ac": "23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +5 natural)",
            "hp": "111 (11d6+55 plus 15 false life)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+11"
            },
            "immune": "cold, electricity, undead traits",
            "defensive_abilities": "channel resistance +4",
            "dr": "15/bludgeoning and magic",
            "aura": "fear (60-ft. radius, DC 18)",
            "speed": "30 ft.",
            "melee": "touch +5 (1d8+5 plus paralyzing touch)",
            "special_attacks": "grave touch* (9/day), paralyzing touch (DC 18), power over undead* (9/day, DC 18)",
            "level": "necromancer 11",
            "spellcasting": [
              {
                "type": "Spells Prepared",
                "text": "(CL 11th) 6th—circle of death (DC 22), globe of invulnerability, maximized fireball (DC 19); 5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic missile, waves of fatigue; 4th—dimension door, enervation, fire shield, wall of ice (2); 3rd—dispel magic (2), fireball (DC 19), suggestion (DC 19), vampiric touch (2); 2nd—darkness, extended mage armor (already cast), false life (already cast), scorching ray (2), see invisibility, spectral hand; 1st—magic missile (3), ray of enfeeblement (2), shield (2); 0—bleed (DC 16), detect magic, ray of frost, read magic. Opposition Schools illusion, transmutation."
              }
            ],
            "ability_scores": {
              "str": "10",
              "dex": "14",
              "con": "-",
              "int": "22",
              "wis": "14",
              "cha": "16"
            },
            "base_attack": "+5",
            "cmb": "+5",
            "cmd": "25",
            "feats": "Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness",
            "skills": "Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24",
            "racial_modifiers": "+8 Perception, +8 Sense Motive, +8 Stealth",
            "environment": "any",
            "organization": "solitary",
            "treasure": "NPC gear (boots of levitation, headband of vast intelligence +2 [Perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)",
            "description": "Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.",
            "special_abilities": [
              {
                "name": "Fear Aura",
                "type": "Su",
                "description": "Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect."
              },
              {
                "name": "Paralyzing Touch",
                "type": "Su",
                "description": "Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive."
              }
            ],
            "variants": [
              {
                "name": "Creating a Lich (Acquired Template)",
                "description": "\"Lich\" is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature's statistics and special abilities except as noted here.\n\nChallenge Rating: Same as the base creature + 2.\n\nAlignment: Any evil.\n\nType: The creature's type changes to undead. Do not recalculate BAB, saves, or skill ranks.\n\nSenses: A lich gains darkvision 60 ft.\n\nArmor Class: A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.\n\nHit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, liches use their Charisma modifiers to determine bonus hit points (instead of Constitution).\n\nDefensive Abilities: A lich gains channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity (in addition to those granted by its undead traits). The lich also gains the following defensive ability. Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.\n\nMelee Attack: A lich has a touch attack that it can use once per round as a natural weapon. A lich fighting without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lich armed with a weapon uses its weapons normally, and can use its touch attack as a secondary natural weapon.\n\nDamage: A lich's touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lich. As negative energy, this damage can be used to heal undead creatures. A lich can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.\n\nSpecial Attacks: A lich gains the two special attacks described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. Fear Aura: Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect. Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.\n\nAbilities: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.\n\nSkills: Liches have a +8 racial bonus on Perception, Sense Motive, and Stealth checks. A lich always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature."
              }
            ],
            "ecology": "Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.\n\nThe quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.\n\nThe Lich's Phylactery: An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich). Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.",
            "source": "Bestiary"
          },
          {
            "name": "Linnorm, Crag",
            "creature_type": "Dragon",
            "cr": "14",
            "xp": "38,400",
            "alignment": "CE",
            "size": "Gargantuan",
            "init": "+8",
            "senses": "darkvision 120 ft., low-light vision, scent, true seeing; Perception +22",
            "languages": "Aklo, Draconic, Sylvan",
            "ac": "29, touch 10, flat-footed 25 (+4 Dex, +19 natural, -4 size)",
            "hp": "202 (15d12+105); regeneration 10 (cold iron)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+15",
              "will": "+13"
            },
            "immune": "curse effects, fire, mind-affecting effects, paralysis, poison, sleep",
            "defensive_abilities": "freedom of movement",
            "dr": "15/cold iron",
            "sr": "25",
            "speed": "40 ft., fly 100 ft. (average), swim 60 ft.",
            "melee": "bite +23 (2d8+12/19-20 plus poison), 2 claws +23 (1d8+12), tail +18 (2d6+6 plus grab)",
            "special_attacks": "breath weapon, constrict (tail, 2d6+18), death curse",
            "space": "20 ft.",
            "reach": "20 ft.",
            "ability_scores": {
              "str": "34",
              "dex": "18",
              "con": "25",
              "int": "5",
              "wis": "18",
              "cha": "21"
            },
            "base_attack": "+15",
            "cmb": "+31 (+35 grapple)",
            "cmd": "45 (can't be tripped)",
            "feats": "Blind-Fight, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack",
            "skills": "Fly +16, Perception +22, Swim +38",
            "environment": "cold hills",
            "organization": "solitary",
            "treasure": "triple",
            "description": "This immense, wingless dragon rears up on a serpentine body. Its triple tail and powerful talons swipe at the air.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 24 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 24 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 24 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based."
              },
              {
                "name": "Death Curse",
                "type": "Su",
                "description": "When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based."
              },
              {
                "name": "Freedom of Movement",
                "type": "Ex",
                "description": "A crag linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled."
              },
              {
                "name": "Poison",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite—Crag Linnorm Venom.",
                "affliction": {
                  "name": "Crag Linnorm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 10 rounds",
                  "effect": "2d6 fire damage and 1d4 Constitution drain",
                  "save": "Fortitude DC 24",
                  "cure": "2 consecutive saves"
                }
              },
              {
                "name": "True Seeing",
                "type": "Ex",
                "description": "A crag linnorm has constant true seeing, as per the spell of the same name."
              }
            ],
            "ecology": "Like all linnorms, the deadly crag linnorm is a powerful, primeval dragon, a denizen of the wild regions far north of where most civilizations dare to tread. The crag linnorm is among the weakest of its kind, yet still a devastating predator in its own right. Favored, if not by the gods, then by some primal intelligence of the mysterious world of the fey, the linnorm bestows a powerful curse on any who manage to slay it. A crag linnorm is 60 feet long and weighs 12,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Linnorm, Ice",
            "creature_type": "Dragon",
            "cr": "17",
            "xp": "102,400",
            "alignment": "CE",
            "size": "Colossal",
            "init": "+10",
            "senses": "darkvision 120 ft., low-light vision, scent, true seeing; Perception +26",
            "languages": "Aklo, Draconic, Sylvan",
            "ac": "32, touch 8, flat-footed 26 (+6 Dex, +24 natural, -8 size)",
            "hp": "279 (18d12+162); regeneration 10 (cold iron)",
            "saving_throws": {
              "fort": "+20",
              "ref": "+19",
              "will": "+16"
            },
            "immune": "cold, curse effects, mind-affecting effects, paralysis, poison, sleep",
            "defensive_abilities": "freedom of movement",
            "dr": "15/cold iron",
            "sr": "28",
            "speed": "40 ft., climb 40 ft., fly 100 ft. (average), swim 40 ft.",
            "melee": "bite +24 (3d8+14/19-20 plus poison), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus grab)",
            "special_attacks": "breath weapon, constrict (tail, 3d6+21), death curse",
            "space": "30 ft.",
            "reach": "30 ft.",
            "ability_scores": {
              "str": "38",
              "dex": "22",
              "con": "29",
              "int": "5",
              "wis": "20",
              "cha": "23"
            },
            "base_attack": "+18",
            "cmb": "+40 (+44 grapple)",
            "cmd": "56 (can't be tripped)",
            "feats": "Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike",
            "skills": "Climb +43, Fly +19, Perception +26, Swim +22",
            "environment": "cold hills and mountains",
            "organization": "solitary",
            "treasure": "triple",
            "description": "A snake-like, dragon-headed monster of tremendous size rises up, drifts of snow and ice tumbling from its coiling flanks.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Once every 1d4 rounds as a standard action, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 18d8 points of cold damage to all creatures struck (Reflex DC 28 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. The save DC is Constitution-based."
              },
              {
                "name": "Death Curse",
                "type": "Su",
                "description": "When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Will DC 25; effect creature gains vulnerability to cold. The save DC is Charisma-based."
              },
              {
                "name": "Freedom of Movement",
                "type": "Ex",
                "description": "An ice linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled."
              },
              {
                "name": "Poison",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite—Ice Linnorm Venom.",
                "affliction": {
                  "name": "Ice Linnorm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 10 rounds",
                  "effect": "4d6 cold damage and 1d6 Constitution drain",
                  "save": "Fortitude DC 28",
                  "cure": "3 consecutive saves"
                }
              },
              {
                "name": "True Seeing",
                "type": "Ex",
                "description": "An ice linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled."
              }
            ],
            "ecology": "The ice linnorm dwells amid glacial crevasses and atop wind-blasted mountain peaks—tales speak of climbers unwittingly clambering over the flanks of a particularly immense ice linnorm coiled around a mountain, only to find death at its furious fangs and claws at the summit of their goal. During the fiercest winters, ice linnorms are said to slither down to the lowlands to eat entire villages.\n\nAn ice linnorm is 90 feet long and weighs 18,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Linnorm, Tarn",
            "creature_type": "Dragon",
            "creature_subtype": "aquatic",
            "cr": "20",
            "xp": "307,200",
            "alignment": "CE",
            "size": "Colossal",
            "init": "+12",
            "senses": "all-around vision, darkvision 120 ft., low-light vision, scent, true seeing; Perception +40",
            "languages": "Aklo, Draconic, Sylvan",
            "ac": "36, touch 10, flat-footed 28 (+8 Dex, +26 natural, -8 size)",
            "hp": "385 (22d12+242); regeneration 15 (cold iron)",
            "saving_throws": {
              "fort": "+24",
              "ref": "+23",
              "will": "+20"
            },
            "immune": "acid, curse effects, flanking, mind-affecting effects, paralysis, poison, sleep",
            "defensive_abilities": "freedom of movement",
            "special_qualities": "amphibious",
            "dr": "20/cold iron",
            "sr": "31",
            "speed": "40 ft., fly 100 ft. (average), swim 80 ft.",
            "melee": "2 bites +30 (3d8+16/19-20 plus poison), 2 claws +30 (2d6+16), tail +25 (3d6+8 plus grab)",
            "special_attacks": "breath weapon, constrict (tail, 3d6+24), death curse",
            "space": "30 ft.",
            "reach": "30 ft.",
            "ability_scores": {
              "str": "42",
              "dex": "26",
              "con": "32",
              "int": "7",
              "wis": "25",
              "cha": "27"
            },
            "base_attack": "+22",
            "cmb": "+46 (+50 grapple)",
            "cmd": "64 (can't be tripped)",
            "feats": "Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike",
            "skills": "Fly +25, Perception +40, Stealth +17, Swim +49",
            "racial_modifiers": "+8 Perception",
            "environment": "cold lakes and swamps",
            "organization": "solitary",
            "treasure": "triple",
            "description": "This nightmarishly huge, snake-like dragon possesses two equally fearsome heads. Its twin jaws seethe with acid and poison.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A tarn linnorm's two heads grant it a +8 racial bonus on Perception checks. It cannot be flanked."
              },
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Once every 1d4 rounds as a standard action, a tarn linnorm can expel a 120-foot line or a 60-foot cone of acid, dealing 22d8 points of acid damage to all creatures struck (Reflex DC 32 halves). This acid creates toxic fumes when it consumes organic material—on the round after a creature takes acid damage from this attack, it must make a DC 32 Fortitude save or take 2d6 points of Strength damage from the poisonous fumes (this secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 60-foot-long cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based."
              },
              {
                "name": "Death Curse",
                "type": "Su",
                "description": "When a creature slays a tarn linnorm, the slayer is affected by the curse of death. Curse of Death: save Will DC 29; effect creature can no longer be affected by healing spells and does not heal damage naturally from rest. The save DC is Charisma-based."
              },
              {
                "name": "Freedom of Movement",
                "type": "Ex",
                "description": "A tarn linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled."
              },
              {
                "name": "Poison",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite—Tarn Linnorm Venom.",
                "affliction": {
                  "name": "Tarn Linnorm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 10 rounds",
                  "effect": "6d6 acid damage and 1d8 Constitution drain",
                  "save": "Fortitude DC 32",
                  "cure": "3 consecutive saves"
                }
              },
              {
                "name": "True Seeing",
                "type": "Ex",
                "description": "A tarn linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled."
              }
            ],
            "ecology": "Although legends speak of even more powerful linnorms, it's hard to believe after witnessing the devastation a two-headed tarn linnorm can wreak. Content to slumber away the centuries at the bottom of dark mountain lakes, the tarn linnorms are true horrors that even the mightiest of heroes fear.\n\nA tarn linnorm is 120 feet long and weighs 24,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Lion",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+7",
            "senses": "low-light vision, scent; Perception +9",
            "ac": "15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)",
            "hp": "32 (5d8+10)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+7",
              "will": "+2"
            },
            "speed": "40 ft.",
            "melee": "bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)",
            "special_attacks": "pounce, rake (2 claws +7, 1d4+5)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "21",
              "dex": "17",
              "con": "15",
              "int": "2",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+3",
            "cmb": "+9 (+13 grapple)",
            "cmd": "22 (26 vs. trip)",
            "feats": "Improved Initiative, Run, Skill Focus (Perception)",
            "skills": "Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth)",
            "racial_modifiers": "+4 Acrobatics, +4 Stealth (+8 in undergrowth)",
            "environment": "warm plains",
            "organization": "solitary, pair, or pride (3-10)",
            "treasure": "none",
            "description": "This great cat's muscles flex visibly under its skin as it bares its fangs and shakes its thick mane of hair.",
            "ecology": "Male lions are 5 to 8 feet long and weigh 330 to 550 pounds. Females are slightly smaller but use the same statistics.\n\nLions are usually the top animal predators in their territories, though they resort to scavenging if convenient or necessary. They may kill other predators (such as leopards and hyenas) that encroach upon their haunts, but rarely eat these kills unless game is scarce. Most lions do not selectively hunt humanoids, but occasionally one learns what easy kills they are and becomes a man-eater.\n\nLions prefer plains but can adapt to living in shallow caves as long as there's a large and stable supply of prey to keep them fed.",
            "source": "Bestiary"
          },
          {
            "name": "Lion, Dire",
            "creature_type": "Animal",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +11",
            "ac": "15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)",
            "hp": "60 (8d8+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+8",
              "will": "+3"
            },
            "speed": "40 ft.",
            "melee": "bite +12 (1d8+7 plus grab), 2 claws +13 (1d6+7)",
            "special_attacks": "pounce, rake (2 claws +13, 1d6+7)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "25",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+6",
            "cmb": "+14 (+18 grapple)",
            "cmd": "26 (30 vs. trip)",
            "feats": "Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)",
            "skills": "Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth)",
            "racial_modifiers": "+4 Acrobatics, +4 Stealth (+8 in undergrowth)",
            "environment": "warm plains or hills",
            "organization": "solitary, pair, or pride (3-8)",
            "treasure": "incidental",
            "description": "This immense spotted lion stands as tall as a man at the shoulder, its fur matted with the blood of its victims.",
            "ecology": "Dire lions, known locally as spotted lions or cave lions, are immense predators that can grow up to 15 feet long and weigh up to 3,500 pounds. Although they are merely animals, these large creatures seem to take an almost sadistic glee in playing with and tormenting their prey before eventually devouring it. As a result, many tribes view dire lions as the spawn of evil gods, and hunt them down as soon as their presence in a region becomes obvious.",
            "source": "Bestiary"
          },
          {
            "name": "Lizard, Giant Frilled",
            "creature_type": "Animal",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "senses": "low-light vision, scent; Perception +11",
            "ac": "18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)",
            "hp": "59 (7d8+28)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+8",
              "will": "+4"
            },
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +9 (2d6+5), tail +4 (1d8+2)",
            "special_attacks": "intimidating charge",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "21",
              "dex": "13",
              "con": "19",
              "int": "2",
              "wis": "14",
              "cha": "10"
            },
            "base_attack": "+5",
            "cmb": "+11",
            "cmd": "22 (26 vs. trip)",
            "feats": "Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)",
            "skills": "Climb +13, Perception +11, Stealth +8",
            "racial_modifiers": "+4 Stealth",
            "environment": "warm forest, plains, or hills",
            "organization": "solitary, pair, or pack (3-8)",
            "treasure": "none",
            "description": "This bright-eyed lizard is larger than a horse. As it hisses in anger, a brightly colored frill extends around its neck.",
            "special_abilities": [
              {
                "name": "Intimidating Charge",
                "type": "Ex",
                "description": "When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based."
              }
            ],
            "ecology": "This lizard is a true behemoth—an apex predator found in tropical regions. Many species of giant lizard exist—other species lack this lizard's intimidating charge special ability but might have other special attacks like grab, trip, constrict (with a bite), or pounce.",
            "source": "Bestiary"
          },
          {
            "name": "Lizard, Monitor",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "15, touch 12, flat-footed 13 (+2 Dex, +3 natural)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "30 ft., swim 30 ft.",
            "melee": "bite +5 (1d8+4 plus grab and poison)",
            "ability_scores": {
              "str": "17",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+2",
            "cmb": "+5 (+9 grapple)",
            "cmd": "17 (21 vs. trip)",
            "feats": "Great Fortitude, Skill Focus (Perception)",
            "skills": "Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11",
            "racial_modifiers": "+4 Stealth (+8 in undergrowth)",
            "environment": "warm forests or plains",
            "organization": "solitary, pair, or pack (3-8)",
            "treasure": "none",
            "description": "This immense lizard moves with a slow but relentless gait. Its feet end in large talons, and ropes of drool hang from its toothy maw.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Monitor Lizard Venom.",
                "affliction": {
                  "name": "Monitor Lizard Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "onset": "1 minute",
                  "frequency": "1/hour for 6 hours",
                  "effect": "1d2 Dexterity damage",
                  "save": "Fortitude DC 14",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds.\n\nAs an Animal Companion: A monitor lizard can be taken as an animal companion. Starting Statistics: Size Small; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d8 plus grab and poison); Ability Scores Str +4, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Lizardfolk",
            "creature_type": "Humanoid",
            "creature_subtype": "reptilian",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+0",
            "senses": "Perception +1",
            "languages": "Draconic",
            "ac": "17, touch 10, flat-footed 17 (+5 natural, +2 shield)",
            "hp": "11 (2d8+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+0",
              "will": "+0"
            },
            "special_qualities": "hold breath",
            "speed": "30 ft., swim 15 ft.",
            "melee": "morningstar +2 (1d8+1), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)",
            "ranged": "javelin +1 (1d6+1)",
            "ability_scores": {
              "str": "13",
              "dex": "10",
              "con": "13",
              "int": "9",
              "wis": "10",
              "cha": "10"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "12",
            "feats": "Multiattack",
            "skills": "Acrobatics +2, Perception +1, Swim +8",
            "racial_modifiers": "+4 Acrobatics",
            "environment": "temperate swamps",
            "organization": "solitary, pair, band (3-12), or tribe (13-60)",
            "treasure": "NPC gear (heavy wooden shield, morningstar, 3 javelins)",
            "description": "This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.",
            "special_abilities": [
              {
                "name": "Hold Breath",
                "type": "Ex",
                "description": "A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning."
              }
            ],
            "ecology": "Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.\n\nMost lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.\n\nThough generally neutral, lizardfolks' standoffish demeanor, staunch rejection of civilization's \"gifts,\" and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.\n\nThe lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet.",
            "source": "Bestiary"
          },
          {
            "name": "Manticore",
            "creature_type": "Magical Beast",
            "cr": "5",
            "xp": "1,600",
            "alignment": "LE",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +9",
            "languages": "Common",
            "ac": "17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)",
            "hp": "57 (6d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+7",
              "will": "+3"
            },
            "speed": "30 ft., fly 50 ft. (clumsy)",
            "melee": "bite +10 (1d8+5), 2 claws +10 (2d4+5)",
            "ranged": "4 spikes +8 (1d6+5)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "20",
              "dex": "15",
              "con": "18",
              "int": "7",
              "wis": "12",
              "cha": "9"
            },
            "base_attack": "+6",
            "cmb": "+12",
            "cmd": "24 (28 vs. trip)",
            "feats": "Flyby Attack, Hover, Weapon Focus (spikes)",
            "skills": "Fly -3, Perception +9, Survival +4 (+8 tracking)",
            "racial_modifiers": "+4 Perception, +4 Survival when tracking",
            "environment": "warm hills and marshes",
            "organization": "solitary, pair, or pride (3-6)",
            "treasure": "standard",
            "description": "This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.",
            "special_abilities": [
              {
                "name": "Spikes",
                "type": "Ex",
                "description": "With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period."
              }
            ],
            "tables": [
              {
                "name": "Manticore's Mate",
                "headers": [
                  "Manticore's Mate",
                  "Offspring"
                ],
                "rows": [
                  [
                    "Lion",
                    "Standard manticore"
                  ],
                  [
                    "Dire lion",
                    "Advanced manticore"
                  ],
                  [
                    "Lamia",
                    "Lamia with spiked tail and spikes special attack"
                  ],
                  [
                    "Sphinx",
                    "Sphinx with spiked tail and spikes special attack"
                  ],
                  [
                    "Chimera",
                    "Chimera with spiked tail and spikes special attack"
                  ]
                ]
              }
            ],
            "ecology": "Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike.\n\nManticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs.\n\nAlthough manticores were likely a magical creation, they have long since established themselves as a naturally occurring species. Curiously, manticores seem strangely fecund, and can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes, and even chimeras. The progeny of a manticore and an unusual mate is summarized on the table below.",
            "source": "Bestiary"
          },
          {
            "name": "Mantis, Giant",
            "creature_type": "Vermin",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +6",
            "ac": "15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+2",
              "will": "+3"
            },
            "immune": "mind-affecting effects",
            "speed": "30 ft., climb 30 ft., fly 40 ft. (poor)",
            "melee": "2 claws +5 (1d6+3 plus grab)",
            "special_attacks": "lunge, mandibles, sudden strike",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "16",
              "dex": "13",
              "con": "16",
              "int": "-",
              "wis": "14",
              "cha": "11"
            },
            "base_attack": "+3",
            "cmb": "+7 (+11 grapple)",
            "cmd": "18 (22 vs. trip)",
            "skills": "Climb +11, Fly -5, Perception +6, Stealth +1 (+13 in forests)",
            "racial_modifiers": "+4 Perception, +4 Stealth (+12 in forests)",
            "environment": "temperate forests",
            "organization": "solitary",
            "treasure": "none",
            "description": "This towering insect walks on its back four legs. Its head is triangular and its front legs sport razor-sharp edges and claws.",
            "special_abilities": [
              {
                "name": "Lunge",
                "type": "Ex",
                "description": "A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge."
              },
              {
                "name": "Mandibles",
                "type": "Ex",
                "description": "A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis's bite is a +0 attack that inflicts 1d6+1 points of damage on a hit."
              },
              {
                "name": "Sudden Strike",
                "type": "Ex",
                "description": "A giant mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action."
              }
            ],
            "ecology": "Known to many as the giant praying mantis for the way the creature's deadly front limbs fold under its head as it lies in wait for food, this creature is well feared along caravan tracks that pass through dense woodlands. The giant mantis, a master of hiding in dense undergrowth, is almost unnaturally patient as it lies in wait, striking with unsettling speed as unsuspecting meals wander by.\n\nIn many savage societies, the giant mantis is particularly feared—in regions where these vermin are common, they are often regarded as messengers of death sent to the world by angry gods. Their swift speed, alien appearance, and near-invisibility in forests give rise to many legends—that the giant mantis can become invisible, that it can smell fear, and that the souls of those who it slays and eats are digested and kept from moving on to the afterlife. While the giant mantis is nothing more than an efficient and deadly vermin, the numerous legends and whispers regarding its supposed powers and alien intellect have inspired some spellcasters to work such features into their constructs as a way to make them even more fearsome. There are even stories of entire societies of assassins who worship an immense mantis as a god, and who have taken to heart the mantis's style of murderous ambush, fighting with twin serrated rapiers.\n\nThe giant mantis presented here stands 7 feet tall and 15 feet long, and weighs 650 pounds. Larger giant mantises exist in the deepest, darkest forests of the world, where they might prey upon things as mighty as giants or dragons. Known by various names, such as the drake-eating mantis, the treebender mantis, or simply the deadly mantis, these immense behemoths average more than 60 feet in height and have a terrifying habit of destroying entire villages or towns in order to satiate their ravenous appetites. A deadly mantis is a giant mantis advanced to Colossal size, 16 Hit Dice, and CR 14.",
            "source": "Bestiary"
          },
          {
            "name": "Medusa",
            "creature_type": "Monstrous Humanoid",
            "cr": "7",
            "xp": "3,200",
            "alignment": "LE",
            "size": "Medium",
            "init": "+6",
            "senses": "all-around vision, darkvision 60 ft.; Perception +16",
            "languages": "Common",
            "ac": "15, touch 12, flat-footed 13 (+2 Dex, +3 natural)",
            "hp": "76 (8d10+32)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+8",
              "will": "+7"
            },
            "speed": "30 ft.",
            "melee": "dagger +10/+5 (1d4/19-20), snake bite +5 (1d4 plus poison)",
            "ranged": "mwk longbow +11/+6 (1d8/×3)",
            "special_attacks": "petrifying gaze",
            "ability_scores": {
              "str": "10",
              "dex": "15",
              "con": "18",
              "int": "12",
              "wis": "13",
              "cha": "15"
            },
            "base_attack": "+8",
            "cmb": "+8",
            "cmd": "20",
            "feats": "Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse",
            "skills": "Bluff +10, Disguise +10, Intimidate +13, Perception +16, Stealth +13",
            "racial_modifiers": "+4 Perception",
            "environment": "temperate marshes and underground",
            "organization": "solitary",
            "treasure": "double (dagger, masterwork longbow with 20 arrows, other treasure)",
            "description": "This slender, attractive woman has strangely glowing eyes and a full head of hissing snakes for hair.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked."
              },
              {
                "name": "Petrifying Gaze",
                "type": "Su",
                "description": "Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Medusa Venom.",
                "affliction": {
                  "name": "Medusa Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d3 Strength",
                  "save": "Fortitude DC 18",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Medusas are human-like creatures with snakes instead of hair. At distances of 30 feet or more, a medusa can easily pass for a beautiful woman if she wears something to cover her serpentine locks—when wearing clothing that conceals her head and face, she can be mistaken for a human at even closer distances. Medusas use lies and disguises that conceal their faces to get close enough to opponents to use their petrifying gaze, though they like playing with their prey and may fire arrows from a distance to lead enemies into traps. Some enjoy creating intricate decorations out of their victims, using their petrified remains as accents to their swampy lairs, but most medusas take care to hide the evidence of their previous conflicts so that new foes won't have advance warning of their presence.\n\nUsed to concealing themselves, medusas in cities are usually rogues, while those in the wilderness often pass themselves off as rangers or trackers. The most notorious and legendary medusas, though, are those who take levels as bards or clerics. Charismatic and intelligent, urban medusas are often involved with thieves' guilds or other aspects of the criminal underworld. Medusas may form alliances with blind creatures or intelligent undead, both of which are immune to their stony gaze. Spellcasting medusas often serve as oracles or prophets, usually dwelling in remote locations of legendary power or infamous history. Such oracle medusas take great delight in their roles, and if presented with the proper gifts and flattery, the secrets they offer can be quite helpful. Of course, the lairs of such potent creatures are liberally decorated with statues of those who have offended them, so the seeker of knowledge is well advised to tred carefully during such meetings.\n\nAll known medusas are female. Rarely, a medusa may decide to keep a male humanoid as a mate, usually with the help of elixirs of love or similar magic, and is always careful to not petrify her prisoner—at least until she grows tired of his company.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Air",
            "creature_type": "Outsider",
            "creature_subtype": "air",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in gusty and windy areas)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 60 ft. (perfect)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d8 slashing damage, Reflex DC 13 for half)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), gust of wind; 1/hour—blur"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. An air mephit's breath weapon is a cone of sand and grit that deals 1d8 slashing damage."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nAir mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Dust",
            "creature_type": "Outsider",
            "creature_subtype": "air",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in dusty environments)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 50 ft. (perfect)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d4 slashing damage plus sickened, Reflex DC 13 for half and negates sickened)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), wind wall; 1/hour—blur"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A dust mephit's breath weapon is a cone of dust that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nDust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Earth",
            "creature_type": "Outsider",
            "creature_subtype": "earth",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only while underground)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d8 bludgeoning damage, Reflex DC 13 for half)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), soften earth and stone"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. An earth mephit's breath weapon is a cone of rocks that deals 1d8 bludgeoning damage."
              },
              {
                "name": "Change Size",
                "type": "Su",
                "description": "Once per day, an earth mephit can enlarge one size category, as enlarge person, except that it only works on the earth mephit. This power acts as a 2nd-level spell."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nEarth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Fire",
            "creature_type": "Outsider",
            "creature_subtype": "fire",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only while in contact with fire)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d8 fire damage, Reflex DC 13 for half)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), heat metal (DC 14); 1/hour—scorching ray"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A fire mephit's breath weapon is a cone of flames that deals 1d8 fire damage."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nFire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Ice",
            "creature_type": "Outsider",
            "creature_subtype": "cold",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in areas below freezing)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "immune": "cold",
            "weaknesses": "vulnerability to fire",
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d4 cold damage plus sickened, Reflex DC 13 for half and negates sickened)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), chill metal (DC 14); 1/hour—magic missile"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. An ice mephit's breath weapon is a cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nIce mephits are commonly found on the Plane of Air. These mephits are cruel and aloof.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Magma",
            "creature_type": "Outsider",
            "creature_subtype": "fire",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in contact with magma or lava)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d8 fire damage, Reflex DC 13 for half)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), pyrotechnics"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A magma mephit's breath weapon is a cone of fire that deals 1d8 fire damage."
              },
              {
                "name": "Magma Form",
                "type": "Su",
                "description": "Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nMagma mephits are commonly found on the Plane of Fire. These mephits are dim-witted brutes.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Ooze",
            "creature_type": "Outsider",
            "creature_subtype": "water",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in wet or muddy environments)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average), swim 30 ft.",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d4 acid damage plus sickened, Reflex DC 13 for half and negates sickened)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), stinking cloud (DC 15); 1/hour—acid arrow"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. An ooze mephit's breath weapon is a cone of slime that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nOoze mephits are commonly found on the Plane of Water. These mephits are disgusting and slow to act.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Salt",
            "creature_type": "Outsider",
            "creature_subtype": "earth",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in arid environments)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d4 slashing damage plus sickened, Reflex DC 13 for half and negates sickened)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%); 1/hour—glitterdust"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A salt mephit's breath weapon is a cone of salt crystals that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect."
              },
              {
                "name": "Dehydrate",
                "type": "Su",
                "description": "Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nSalt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Steam",
            "creature_type": "Outsider",
            "creature_subtype": "fire",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only in boiling water or steam)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average)",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d4 fire damage plus sickened, Reflex DC 13 for half and negates sickened)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%); 1/hour—blur"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A steam mephit's breath weapon is a cone of steam that deals 1d4 fire damage. The scalding water also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect."
              },
              {
                "name": "Boiling Rain",
                "type": "Su",
                "description": "Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nSteam mephits are commonly found on the Plane of Fire. These mephits are overconfident and brash.",
            "source": "Bestiary"
          },
          {
            "name": "Mephit, Water",
            "creature_type": "Outsider",
            "creature_subtype": "water",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +6",
            "languages": "Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)",
            "ac": "17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)",
            "hp": "19 (3d10+3); fast healing 2 (works only while the mephit is underwater)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+3"
            },
            "dr": "5/magic",
            "speed": "30 ft., fly 40 ft. (average), swim 30 ft.",
            "melee": "2 claws +5 (1d3+1)",
            "special_attacks": "breath weapon (15-foot cone, 1d8 acid damage, Reflex DC 13 for half)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), stinking cloud (DC 15); 1/hour—acid arrow"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "12",
              "int": "6",
              "wis": "11",
              "cha": "14"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "15",
            "feats": "Dodge, Improved Initiative",
            "skills": "Bluff +8, Fly +10, Perception +6, Stealth +12",
            "environment": "any (elemental planes)",
            "organization": "solitary, pair, gang (3-6), mob (7-12)",
            "treasure": "standard",
            "description": "This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.",
            "special_abilities": [
              {
                "name": "Breath Weapon",
                "type": "Su",
                "description": "Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A water mephit's breath weapon is a cone of acid that deals 1d8 acid damage."
              }
            ],
            "ecology": "Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.\n\nWater mephits are commonly found on the Plane of Water. These mephits are constant jokesters.",
            "source": "Bestiary"
          },
          {
            "name": "Merfolk",
            "creature_type": "Humanoid",
            "creature_subtype": "aquatic",
            "cr": "1/3",
            "xp": "135",
            "alignment": "N",
            "size": "Medium",
            "init": "+1",
            "senses": "low-light vision; Perception +3",
            "languages": "Aquan, Common",
            "ac": "13, touch 11, flat-footed 12 (+1 Dex, +2 natural)",
            "hp": "7 (1d10+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+1",
              "will": "-1"
            },
            "special_qualities": "amphibious",
            "speed": "5 ft., swim 50 ft.",
            "melee": "trident +2 (1d8+1)",
            "ranged": "heavy crossbow +2 (1d10/19-20)",
            "level": "warrior 1",
            "ability_scores": {
              "str": "13",
              "dex": "13",
              "con": "14",
              "int": "10",
              "wis": "9",
              "cha": "10"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "13 (can't be tripped)",
            "feats": "Skill Focus (Perception)",
            "skills": "Perception +3, Swim +13",
            "environment": "temperate ocean",
            "organization": "solitary, company (2-4), patrol (3-10 plus 2 lieutenants of 3rd level and 1 leader of 3rd-6th level), or shoal (11-60 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 8-12 dolphins)",
            "treasure": "NPC gear (trident, heavy crossbow with 10 bolts, other treasure)",
            "description": "Slipping in and out of the crashing waves, this beautiful woman has the lower torso of a long, slender fish.",
            "ecology": "From the waist up, merfolk bear the torsos of well-built humans and delicate features reminiscent of elves and other humanoids tied to the natural world. A merfolk's lower body consists of the fins and tail of a great fish. Depending on the region, the scales of merfolk vary in hue, including gleaming silver, pale green, or even blue with stripes of yellow and crimson. Merfolk typically measure 6 to 8 feet in length and weigh over 200 pounds, with females being slightly smaller than males. Although amphibious, merfolk move only with difficulty on land and rarely wander more than a mile from sea.\n\nIt is quite rare for a merfolk to make contact with a creature not of its kind. In fact, many go to great lengths to steer sailors away from their lands, even resorting to violence if necessary. Ancient accounts hint at merfolk protecting a terrible secret bound to the depths, and though no reports mention what this secret is, the lengths merfolk go to remain isolated from other races highlight the importance of this safeguard.\n\nWhile merfolk outwardly appear to be a beautiful and powerful race, some sages and seafarers whisper that degenerate and mutated merfolk roam the deepest, most isolated regions of the seas and oceans. Some evidence states that this offshoot fell to the worship of twisted and sinister powers lurking in the darkness below, while other theories include all merfolk in this sinister agenda, holding that even those merfolk who believe they control their own destinies are, in fact, merely unknowing puppets of a sinister and unknown master race deep under the sea.\n\nRacial Traits: Merfolk are defined by their class levels—they do not possess racial Hit Dice. All merfolk have the following racial traits. +2 Dexterity, +2 Constitution, +2 Charisma: merfolk are graceful, hale, and beautiful. Aquatic: merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphibious, but prefer not to spend long periods out of the water. Low-Light Vision: all merfolk have low-light vision. Armor: merfolk have a +2 natural armor bonus. Languages: merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.",
            "source": "Bestiary"
          },
          {
            "name": "Mimic",
            "creature_type": "Aberration",
            "creature_subtype": "shapechanger",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +11",
            "languages": "Common",
            "ac": "16, touch 11, flat-footed 15 (+1 Dex, +5 natural)",
            "hp": "52 (7d8+21)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+5",
              "will": "+6"
            },
            "immune": "acid",
            "special_qualities": "mimic object",
            "speed": "10 ft.",
            "melee": "slam +10 (1d8+6 plus adhesive)",
            "special_attacks": "constrict (slam, 1d8+6)",
            "ability_scores": {
              "str": "19",
              "dex": "12",
              "con": "17",
              "int": "10",
              "wis": "13",
              "cha": "10"
            },
            "base_attack": "+5",
            "cmb": "+9",
            "cmd": "20 (can't be tripped)",
            "feats": "Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)",
            "skills": "Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14",
            "racial_modifiers": "+20 Disguise when mimicking objects",
            "environment": "any",
            "organization": "solitary",
            "treasure": "incidental",
            "description": "What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.",
            "special_abilities": [
              {
                "name": "Adhesive",
                "type": "Ex",
                "description": "A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based."
              },
              {
                "name": "Mimic Object",
                "type": "Ex",
                "description": "A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic."
              }
            ],
            "ecology": "Mimics are thought to be the result of an alchemist's attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.\n\nThough mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires.\n\nA typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.",
            "source": "Bestiary"
          },
          {
            "name": "Minotaur",
            "creature_type": "Monstrous Humanoid",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +10",
            "languages": "Giant",
            "ac": "14, touch 9, flat-footed 14 (+5 natural, -1 size)",
            "hp": "45 (6d10+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+5",
              "will": "+5"
            },
            "defensive_abilities": "natural cunning",
            "speed": "30 ft.",
            "melee": "greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2)",
            "special_attacks": "powerful charge (gore +11, 2d6+6)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "10",
              "con": "15",
              "int": "7",
              "wis": "10",
              "cha": "8"
            },
            "base_attack": "+6",
            "cmb": "+11",
            "cmd": "21",
            "feats": "Great Fortitude, Improved Bull Rush, Power Attack",
            "skills": "Intimidate +5, Perception +10, Stealth +2, Survival +10",
            "racial_modifiers": "+4 Perception, +4 Survival",
            "environment": "temperate ruins or underground",
            "organization": "solitary, pair, or gang (3-4)",
            "treasure": "standard (greataxe, other treasure)",
            "description": "With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.",
            "special_abilities": [
              {
                "name": "Natural Cunning",
                "type": "Ex",
                "description": "Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed."
              }
            ],
            "ecology": "Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deific curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.\n\nThe traditional minotaur's lair is a maze, be it a legitimate labyrinth constructed to baffle and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, minotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the minotaur move in to strike at its lost victims. When dealing with a group, minotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to minotaurs, these would-be heroes make for delicious meals.\n\nMinotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master.\n\nMinotaurs are relatively straightforward combatants, using their horns to horribly gore the nearest living creature when combat begins.",
            "source": "Bestiary"
          },
          {
            "name": "Mite",
            "creature_type": "Fey",
            "cr": "1/4",
            "xp": "100",
            "alignment": "LE",
            "size": "Small",
            "init": "+1",
            "senses": "darkvision 120 ft., low-light vision, scent; Perception +5",
            "languages": "Undercommon",
            "ac": "12, touch 12, flat-footed 11 (+1 Dex, +1 size)",
            "hp": "3 (1d6)",
            "saving_throws": {
              "fort": "+0",
              "ref": "+3",
              "will": "+3"
            },
            "weaknesses": "light sensitivity",
            "dr": "2/cold iron",
            "special_qualities": "vermin empathy +4",
            "speed": "20 ft., climb 20 ft.",
            "melee": "dagger +0 (1d3-1/19-20)",
            "ranged": "dart +2 (1d3-1)",
            "special_attacks": "hatred",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 1st) At will—prestidigitation; 1/day—doom (DC 10)"
              }
            ],
            "ability_scores": {
              "str": "8",
              "dex": "13",
              "con": "11",
              "int": "8",
              "wis": "13",
              "cha": "8"
            },
            "base_attack": "+0",
            "cmb": "-2",
            "cmd": "9",
            "feats": "Point-Blank Shot",
            "skills": "Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13",
            "racial_modifiers": "+4 Sleight of Hand, +4 Stealth",
            "environment": "any underground",
            "organization": "solitary, band (2-8), or tribe (9-20 plus 1 chieftain of 2nd-4th level and 2-6 giant vermin)",
            "treasure": "standard (dagger, 6 darts, other treasure)",
            "description": "This squat humanoid seems to be nearly all head—an unfortunate circumstance, considering how ugly its puffy blue face is.",
            "special_abilities": [
              {
                "name": "Hatred",
                "type": "Ex",
                "description": "Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes."
              },
              {
                "name": "Vermin Empathy",
                "type": "Ex",
                "description": "This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease."
              }
            ],
            "ecology": "Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider's back.\n\nMites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.\n\nAlthough they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite's eyes bulge hideously open when it uses this spell-like ability.\n\nA mite is 3 feet tall and weighs 40 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Mohrg",
            "creature_type": "Undead",
            "cr": "8",
            "xp": "4,800",
            "alignment": "CE",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 60 ft.; Perception +20",
            "ac": "23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)",
            "hp": "91 (14d8+28)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+10",
              "will": "+9"
            },
            "immune": "undead traits",
            "speed": "30 ft.",
            "melee": "2 slams +15 (2d8+5 plus grab), tongue +10 melee touch (paralysis)",
            "special_attacks": "create spawn, paralysis (1d4 minutes, DC 21)",
            "ability_scores": {
              "str": "21",
              "dex": "19",
              "con": "-",
              "int": "11",
              "wis": "10",
              "cha": "14"
            },
            "base_attack": "+10",
            "cmb": "+15 (+19 grapple)",
            "cmd": "30",
            "feats": "Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack",
            "skills": "Climb +22, Perception +23, Stealth +21, Swim +19",
            "environment": "any",
            "organization": "solitary, gang (2-4), or mob (2-4 plus 4-12 zombies)",
            "treasure": "standard",
            "description": "A thick tangle of discolored entrails clings to this lurching skeleton's torso and winds upward to loll from its jaw like a clawed tongue.",
            "special_abilities": [
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn's creation."
              }
            ],
            "ecology": "Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.\n\nUndead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying.\n\nWhen possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier.\n\nSome mohrgs retain enough of their former memories that they return to the favored locations of their pasts, \"haunting\" old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings, and can sometimes be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life's work of slaughter and murder as best they can.\n\nOf course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society's dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg's attentions. Since these zombies remain under the mohrg's control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. Then, when the time is right, the mohrg calls upon its army to rise and aid it in finishing the slaughter.",
            "source": "Bestiary"
          },
          {
            "name": "Morlock",
            "creature_type": "Monstrous Humanoid",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Medium",
            "init": "+8",
            "senses": "darkvision 120 ft., scent; Perception +2",
            "languages": "Undercommon",
            "ac": "15, touch 14, flat-footed 11 (+4 Dex, +1 natural)",
            "hp": "22 (3d10+6)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+9",
              "will": "+5"
            },
            "immune": "disease, poison",
            "weaknesses": "light blindness",
            "special_qualities": "expert climber",
            "speed": "40 ft., climb 30 ft.",
            "melee": "club +5 (1d6+2), bite +0 (1d4+1)",
            "special_attacks": "leap attack, sneak attack +1d6, swarming",
            "ability_scores": {
              "str": "14",
              "dex": "19",
              "con": "15",
              "int": "5",
              "wis": "14",
              "cha": "6"
            },
            "base_attack": "+3",
            "cmb": "+5",
            "cmd": "19",
            "feats": "Improved Initiative, Lightning Reflexes",
            "skills": "Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns)",
            "racial_modifiers": "+4 Stealth in caverns, +8 Acrobatics, +16 Climb",
            "environment": "any underground",
            "organization": "solitary, pair, band (3-6), or tribe (7-18)",
            "treasure": "standard",
            "description": "Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.",
            "special_abilities": [
              {
                "name": "Expert Climber",
                "type": "Ex",
                "description": "A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus."
              },
              {
                "name": "Leap Attack",
                "type": "Ex",
                "description": "As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square."
              },
              {
                "name": "Swarming",
                "type": "Ex",
                "description": "Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares."
              }
            ],
            "ecology": "Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.\n\nMorlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.\n\nMorlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood's life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence.",
            "source": "Bestiary"
          },
          {
            "name": "Mummy",
            "creature_type": "Undead",
            "cr": "5",
            "xp": "1,600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Common",
            "aura": "despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)",
            "ac": "20, touch 10, flat-footed 20 (+10 natural)",
            "hp": "60 (8d8+24)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+2",
              "will": "+8"
            },
            "dr": "5/-",
            "immune": "undead traits",
            "weaknesses": "vulnerable to fire",
            "speed": "20 ft.",
            "melee": "slam +14 (1d8+10 plus mummy rot)",
            "ability_scores": {
              "str": "24",
              "dex": "10",
              "con": "-",
              "int": "6",
              "wis": "15",
              "cha": "15"
            },
            "base_attack": "+6",
            "cmb": "+13",
            "cmd": "23",
            "feats": "Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)",
            "skills": "Perception +16, Stealth +11",
            "environment": "any",
            "organization": "solitary, warden squad (2-6), or guardian detail (7-12)",
            "treasure": "standard",
            "description": "Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.",
            "special_abilities": [
              {
                "name": "Despair",
                "type": "Su",
                "description": "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 effect. The save DC is Charisma-based."
              },
              {
                "name": "Mummy Rot",
                "type": "Su",
                "description": "The save DC is Charisma-based. Curse and disease—slam. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.",
                "affliction": {
                  "name": "Mummy Rot",
                  "type": "curse and disease",
                  "contracted": "injury",
                  "onset": "1 minute",
                  "frequency": "1/day",
                  "effect": "1d6 Constitution damage and 1d6 Charisma damage",
                  "save": "Fortitude DC 16",
                  "cure": "—"
                }
              }
            ],
            "ecology": "Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground.\n\nMummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell.\n\nAlthough most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.",
            "source": "Bestiary"
          },
          {
            "name": "Naga, Dark",
            "creature_type": "Aberration",
            "cr": "8",
            "xp": "4,800",
            "alignment": "LE",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., detect thoughts; Perception +19",
            "languages": "Common, Infernal",
            "ac": "22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, -1 size)",
            "hp": "85 (10d8+40)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+10",
              "will": "+9 (+11 vs. charm effects)"
            },
            "defensive_abilities": "guarded thoughts",
            "immune": "poison",
            "speed": "40 ft.",
            "melee": "bite +8 (1d4+2), sting +8 (2d4+2 plus poison)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—displacement, lightning bolt (DC 16); 2nd (7/day)—cat's grace, invisibility, scorching ray; 1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image; 0 (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic"
              },
              {
                "type": "Spells",
                "text": "Dark nagas cast spells as 7th-level sorcerers."
              }
            ],
            "ability_scores": {
              "str": "14",
              "dex": "21",
              "con": "18",
              "int": "16",
              "wis": "15",
              "cha": "17"
            },
            "base_attack": "+7",
            "cmb": "+10",
            "cmd": "26 (can't be tripped)",
            "feats": "Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Stealthy",
            "skills": "Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18",
            "environment": "any underground",
            "organization": "solitary or nest (2-4)",
            "treasure": "standard",
            "description": "A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.",
            "special_abilities": [
              {
                "name": "Detect Thoughts",
                "type": "Su",
                "description": "A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based."
              },
              {
                "name": "Guarded Thoughts",
                "type": "Ex",
                "description": "Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Sting—Dark Naga Venom.",
                "affliction": {
                  "name": "Dark Naga Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1 round",
                  "effect": "sleep for 2d4 minutes",
                  "save": "Fortitude DC 19",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can't manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds.\n\nArrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure.\n\nDark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly—often rightly so.",
            "source": "Bestiary"
          },
          {
            "name": "Naga, Guardian",
            "creature_type": "Aberration",
            "cr": "10",
            "xp": "9,600",
            "alignment": "LG",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +23",
            "languages": "Celestial, Common",
            "ac": "24, touch 15, flat-footed 18 (+6 Dex, +9 natural, -1 size)",
            "hp": "114 (12d8+60)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+12",
              "will": "+12"
            },
            "speed": "40 ft.",
            "melee": "bite +13 (2d6+7 plus poison)",
            "ranged": "spit +14 touch (poison)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spells Known",
                "text": "(CL 9th) 4th (5/day)—divine power, greater invisibility; 3rd (7/day)—cure serious wounds, dispel magic, lightning bolt (DC 17); 2nd (7/day)—detect thoughts (DC 16), lesser restoration, see invisibility, scorching ray; 1st (7/day)—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; 0 (at will)—daze (DC 14), detect magic, light, mage hand, open/close, ray of frost, read magic, stabilize"
              },
              {
                "type": "Spells",
                "text": "A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga."
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "23",
              "con": "20",
              "int": "16",
              "wis": "19",
              "cha": "18"
            },
            "base_attack": "+9",
            "cmb": "+15",
            "cmd": "31 (can't be tripped)",
            "feats": "Alertness, Blind-Fight, Combat Casting, Combat Expertise, Eschew MaterialsB, Improved Trip, Lightning Reflexes",
            "skills": "Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17",
            "environment": "temperate plains",
            "organization": "solitary, pair, or nest (3-6)",
            "treasure": "standard",
            "description": "A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Guardian Naga Venom.",
                "affliction": {
                  "name": "Guardian Naga Venom",
                  "type": "poison",
                  "contracted": "injury or spit—contact",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d4 Constitution damage",
                  "save": "Fortitude DC 21",
                  "cure": "2 consecutive saves"
                }
              },
              {
                "name": "Spit",
                "type": "Ex",
                "description": "A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect."
              }
            ],
            "ecology": "Although ferocious in shape, with radiant scales, cobra-like hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds.\n\nWhile many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder—towering waterfalls, natural spires, mountaintop temples—minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder's charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.",
            "source": "Bestiary"
          },
          {
            "name": "Naga, Spirit",
            "creature_type": "Aberration",
            "cr": "9",
            "xp": "6,400",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +22",
            "languages": "Abyssal, Common",
            "ac": "23, touch 14, flat-footed 18 (+5 Dex, +9 natural, -1 size)",
            "hp": "95 (10d8+50)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+10",
              "will": "+10"
            },
            "speed": "40 ft., swim 20 ft.",
            "melee": "bite +10 (2d6+6 plus poison)",
            "special_attacks": "charming gaze",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—displacement, fireball (DC 16); 2nd (7/day)—cat's grace, invisibility, summon swarm; 1st (7/day)—charm person (DC 14), cure light wounds, divine favor, magic missile, shield of faith; 0 (at will)—bleed, daze (DC 13), detect magic, mage hand, open/close, ray of frost, read magic"
              },
              {
                "type": "Spells",
                "text": "A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga."
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "20",
              "con": "21",
              "int": "12",
              "wis": "17",
              "cha": "17"
            },
            "base_attack": "+7",
            "cmb": "+12",
            "cmd": "27 (can't be tripped)",
            "feats": "Ability Focus (charming gaze), Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Stealthy",
            "skills": "Bluff +13, Escape Artist +13, Intimidate +9, Knowledge (arcana) +14, Perception +22, Spellcraft +11, Stealth +15, Swim +12",
            "environment": "temperate marshes",
            "organization": "solitary or nest (2-4)",
            "treasure": "standard",
            "description": "Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.",
            "special_abilities": [
              {
                "name": "Charming Gaze",
                "type": "Su",
                "description": "As charm person, 30 feet, Will DC 20 negates. The save DC is Charisma-based."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Spirit Naga Venom.",
                "affliction": {
                  "name": "Spirit Naga Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d4 Constitution damage",
                  "save": "Fortitude DC 20",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Morbid-minded and wretched to look upon, spirit nagas are the witches of the naga race, hateful outcasts long shunned for their dark powers and loathsome ways. A typical spirit naga is slender, with the scales of a venomous serpent and a tangle of greasy hair framing their pale faces. Most measure 14 feet long but weigh less than 300 pounds.\n\nSpirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Where guardian nagas favor places of innate sanctity, spirit nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. The crypts of long-dead tyrants, the death places of great heroes, and the ruins of nefarious keeps all attract these wretched serpents.\n\nMost spirit nagas believe themselves to be the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such. Most commune with vague powers of death and devastation, working profane rites and seeking grotesque auguries from cultic forces. To aid them, spirit nagas often use their enchanting gaze, changing victims into fawning fanatics and would-be sacrifices.\n\nSpirit nagas occasionally band together in small groups—some seeming to mimic the covens of hags. While a particular plot or foe might bring these deadly serpents together for a short time, spirit nagas are loyal only to themselves, and such alliances always end in deadly betrayal.",
            "source": "Bestiary"
          },
          {
            "name": "Neothelid",
            "creature_type": "Aberration",
            "cr": "15",
            "xp": "51,200",
            "alignment": "CE",
            "size": "Gargantuan",
            "init": "+2",
            "senses": "blindsight 100 ft., trace teleport 60 ft.; Perception +25",
            "languages": "Aklo, Terran, Undercommon; telepathy 100 ft.",
            "ac": "30, touch 4, flat-footed 30 (-2 Dex, +26 natural, -4 size)",
            "hp": "230 (20d8+140)",
            "saving_throws": {
              "fort": "+15",
              "ref": "+4",
              "will": "+16"
            },
            "sr": "26",
            "dr": "10/cold iron",
            "speed": "30 ft., fly 60 ft. (good)",
            "melee": "4 tongues +21 (3d6+10/19-20 plus grab)",
            "special_attacks": "breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 20th) Constant—fly; At will—detect thoughts (DC 17), charm monster (DC 19), clairvoyance/clairaudience, suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 19); 3/day—quickened suggestion (DC 18)"
              }
            ],
            "ability_scores": {
              "str": "30",
              "dex": "7",
              "con": "24",
              "int": "16",
              "wis": "15",
              "cha": "21"
            },
            "base_attack": "+15",
            "cmb": "+29 (+33 grapple)",
            "cmd": "37 (can't be tripped)",
            "feats": "Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)",
            "skills": "Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26",
            "environment": "any underground",
            "organization": "solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races)",
            "treasure": "standard",
            "description": "Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm's tentacled head rises like a snake's.",
            "special_abilities": [
              {
                "name": "Mind Thrust",
                "type": "Su",
                "description": "As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based."
              },
              {
                "name": "Psychic Crush",
                "type": "Su",
                "description": "As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based."
              },
              {
                "name": "Trace Teleport",
                "type": "Ex",
                "description": "A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to \"seen casually.\" This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination."
              }
            ],
            "ecology": "Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature's wrath in person and lived to tell about it.\n\nNeothelids are served by all manner of strange worm-like creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality—the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.",
            "source": "Bestiary"
          },
          {
            "name": "Night Hag",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "9",
            "xp": "6,400",
            "alignment": "NE",
            "size": "Medium",
            "init": "+4",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Abyssal, Celestial, Common, Infernal",
            "ac": "25, touch 14, flat-footed 21 (+4 Dex, +11 natural)",
            "hp": "92 (8d10+48)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+8",
              "will": "+11"
            },
            "immune": "charm, cold, fear, fire, sleep",
            "dr": "10/cold iron and magic",
            "sr": "24",
            "special_qualities": "change shape (any humanoid, alter self), heartstone",
            "special_attacks": "dream haunting",
            "speed": "30 ft.",
            "melee": "2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) Constant—detect chaos, detect evil, detect good, detect law, detect magic; At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14); At will (with heartstone)—etherealness, soul bind"
              }
            ],
            "ability_scores": {
              "str": "21",
              "dex": "19",
              "con": "22",
              "int": "18",
              "wis": "16",
              "cha": "17"
            },
            "base_attack": "+8",
            "cmb": "+13",
            "cmd": "27",
            "feats": "Alertness, Combat Casting, Deceitful, Mounted Combat",
            "skills": "Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15",
            "environment": "any evil-aligned plane",
            "organization": "solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)",
            "treasure": "standard",
            "description": "Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.",
            "special_abilities": [
              {
                "name": "Disease",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite—Demon Fever, Night Hag.",
                "affliction": {
                  "name": "Demon Fever, Night Hag",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "immediate",
                  "frequency": "1/day",
                  "effect": "1d6 Constitution damage (target must save a 2nd time or 1 point of the damage is drain instead)",
                  "save": "Fortitude DC 20",
                  "cure": "2 consecutive saves"
                }
              },
              {
                "name": "Dream Haunting",
                "type": "Su",
                "description": "A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag."
              },
              {
                "name": "Heartstone",
                "type": "Su",
                "description": "All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity—once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone."
              }
            ],
            "ecology": "Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they're most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes. Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Nightmare",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "5",
            "xp": "1,600",
            "alignment": "NE",
            "size": "Large",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +12",
            "languages": "Abyssal, Infernal",
            "ac": "19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)",
            "hp": "51 (6d10+18)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+7",
              "will": "+3"
            },
            "speed": "40 ft., fly 90 ft. (good)",
            "melee": "bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)",
            "special_attacks": "smoke",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 6th) 1/day—plane shift (self plus 1 rider only)"
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "15",
              "con": "16",
              "int": "13",
              "wis": "13",
              "cha": "12"
            },
            "base_attack": "+6",
            "cmb": "+11",
            "cmd": "23 (27 vs. trip)",
            "feats": "Alertness, Improved Initiative, Run",
            "skills": "Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10",
            "environment": "any (Abaddon)",
            "organization": "solitary",
            "treasure": "none",
            "description": "This eerie horse-like creature's skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.",
            "special_abilities": [
              {
                "name": "Smoke",
                "type": "Su",
                "description": "In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based."
              }
            ],
            "ecology": "Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction.\n\nThe cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities.",
            "source": "Bestiary"
          },
          {
            "name": "Nightmare, Cauchemar",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "NE",
            "size": "Huge",
            "init": "+6",
            "senses": "darkvision 60 ft.; Perception +22",
            "languages": "Abyssal, Infernal",
            "ac": "26, touch 10, flat-footed 24 (+2 Dex, +16 natural, -2 size)",
            "hp": "147 (14d10+70)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+11",
              "will": "+7"
            },
            "speed": "40 ft., fly 90 ft. (good)",
            "melee": "bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire)",
            "special_attacks": "smoke (DC 22)",
            "space": "15 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 15th) 1/hour—ethereal jaunt (self plus 1 rider only), plane shift"
              }
            ],
            "ability_scores": {
              "str": "31",
              "dex": "15",
              "con": "21",
              "int": "16",
              "wis": "12",
              "cha": "12"
            },
            "base_attack": "+14",
            "cmb": "+26",
            "cmd": "38 (42 vs. trip)",
            "feats": "Alertness, Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Run",
            "skills": "Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, Knowledge (arcana, planes) +20, Perception +22, Sense Motive +22, Stealth +11",
            "environment": "any (Abaddon)",
            "organization": "solitary",
            "treasure": "none",
            "description": "This towering, burning equine stands upon smoking hooves. Hellfire shimmers in its hateful eyes.",
            "source": "Bestiary"
          },
          {
            "name": "Nymph",
            "creature_type": "Fey",
            "cr": "7",
            "xp": "3,200",
            "alignment": "CG",
            "size": "Medium",
            "init": "+5",
            "senses": "low-light vision; Perception +14",
            "languages": "Common, Sylvan",
            "aura": "blinding beauty (30 ft., DC 21)",
            "ac": "23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)",
            "hp": "60 (8d6+32)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+18",
              "will": "+16"
            },
            "dr": "10/cold iron",
            "special_qualities": "inspiration, unearthly grace, wild empathy +21",
            "speed": "30 ft., swim 20 ft.",
            "melee": "mwk dagger +10 (1d4/19-20)",
            "special_attacks": "stunning glance",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) 1/day—dimension door"
              },
              {
                "type": "Spells Prepared",
                "text": "(CL 7th) 4th—summon nature's ally IV; 3rd—call lightning (DC 16), cure moderate wounds, water breathing; 2nd—barkskin, flame blade, resist energy, tree shape; 1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame; 0—detect magic, guidance, light, stabilize"
              },
              {
                "type": "Spells",
                "text": "A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells."
              }
            ],
            "ability_scores": {
              "str": "10",
              "dex": "21",
              "con": "18",
              "int": "16",
              "wis": "17",
              "cha": "25"
            },
            "base_attack": "+4",
            "cmb": "+9",
            "cmd": "27",
            "feats": "Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse",
            "skills": "Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19",
            "environment": "temperate forest",
            "organization": "solitary",
            "treasure": "standard (dagger, other treasure)",
            "description": "A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.",
            "special_abilities": [
              {
                "name": "Blinding Beauty",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Inspiration",
                "type": "Su",
                "description": "A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner."
              },
              {
                "name": "Stunning Glance",
                "type": "Su",
                "description": "As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based."
              },
              {
                "name": "Unearthly Grace",
                "type": "Su",
                "description": "A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class."
              },
              {
                "name": "Wild Empathy",
                "type": "Su",
                "description": "This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check."
              }
            ],
            "ecology": "Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.",
            "source": "Bestiary"
          },
          {
            "name": "Ochre Jelly",
            "creature_type": "Ooze",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "-5",
            "senses": "blindsight 60 ft.; Perception -5",
            "ac": "4, touch 4, flat-footed 4 (-5 Dex, -1 size)",
            "hp": "63 (6d8+36)",
            "saving_throws": {
              "fort": "+8",
              "ref": "-3",
              "will": "-3"
            },
            "defensive_abilities": "split",
            "immune": "electricity, mind-affecting effects, ooze traits, slashing and piercing damage",
            "speed": "10 ft., climb 10 ft.",
            "melee": "slam +5 (2d4+3 plus 1d4 acid and grab)",
            "special_attacks": "constrict (2d4+3 plus 1d4 acid)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "14",
              "dex": "1",
              "con": "22",
              "int": "-",
              "wis": "1",
              "cha": "1"
            },
            "base_attack": "+4",
            "cmb": "+7 (+11 grapple)",
            "cmd": "12 (can't be tripped)",
            "skills": "Climb +10",
            "environment": "temperate underground or marshes",
            "organization": "solitary",
            "treasure": "none",
            "description": "This yellow-orange amoeboid creature slithers across the ground, pseudopods grasping ahead of its slow approach.",
            "special_abilities": [
              {
                "name": "Acid",
                "type": "Ex",
                "description": "An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly's acid damage."
              },
              {
                "name": "Split",
                "type": "Ex",
                "description": "Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature's current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points."
              }
            ],
            "ecology": "Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter—in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.\n\nAn ochre jelly's highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life.\n\nNotes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature's essence, it is believed, still rides along with the living jelly.\n\nOchre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves.\n\nAlthough the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.",
            "source": "Bestiary"
          },
          {
            "name": "Octopus",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+3",
            "senses": "low-light vision; Perception +1",
            "ac": "15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+6",
              "will": "+1"
            },
            "defensive_abilities": "ink cloud",
            "speed": "20 ft., swim 30 ft., jet 200 ft.",
            "melee": "bite +5 (1d3+1 plus poison), tentacles +3 (grab)",
            "ability_scores": {
              "str": "12",
              "dex": "17",
              "con": "14",
              "int": "2",
              "wis": "13",
              "cha": "3"
            },
            "base_attack": "+1",
            "cmb": "+1 (+5 grapple)",
            "cmd": "14 (can't be tripped)",
            "feats": "MultiattackB, Weapon Finesse",
            "skills": "Escape Artist +13, Stealth +20, Swim +9",
            "racial_modifiers": "+8 Stealth, +10 Escape Artist",
            "environment": "temperate or cold ocean",
            "organization": "solitary",
            "treasure": "none",
            "description": "Eight tentacles, each adorned with rows of countless suckers, unfurl from the barrel-shaped body of this large-eyed creature.",
            "special_abilities": [
              {
                "name": "Ink Cloud",
                "type": "Ex",
                "description": "An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute."
              },
              {
                "name": "Jet",
                "type": "Ex",
                "description": "An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Octopus Venom.",
                "affliction": {
                  "name": "Octopus Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1 Strength",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "The octopus is a cunning animal capable of using complex tactics to get food.\n\nAs an Animal Companion: An octopus kept as an animal companion has a +1 natural armor bonus; speed 20 ft., swim 30 ft., jet 200 ft.; attack bite (1d3), tentacles (grab); ability scores Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3; special qualities low-light vision, ink cloud. At 4th-level advancement: attack bite (1d3 plus poison); ability scores Str +2, Con +2.",
            "source": "Bestiary"
          },
          {
            "name": "Octopus, Giant",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "low-light vision; Perception +8",
            "ac": "18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)",
            "hp": "90 (12d8+36)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+12",
              "will": "+7"
            },
            "defensive_abilities": "ink cloud (30-foot-radius sphere)",
            "speed": "20 ft., swim 30 ft., jet 200 ft.",
            "melee": "bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)",
            "special_attacks": "constrict (tentacle, 1d4+2)",
            "space": "10 ft.",
            "reach": "10 ft. (20 ft. with tentacle)",
            "ability_scores": {
              "str": "20",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "3"
            },
            "base_attack": "+9",
            "cmb": "+15 (+19 grapple)",
            "cmd": "27 (can't be tripped)",
            "feats": "Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy",
            "skills": "Escape Artist +18, Perception +8, Stealth +18, Swim +13",
            "racial_modifiers": "+10 Escape Artist, +8 Stealth",
            "environment": "any ocean",
            "organization": "solitary",
            "treasure": "incidental",
            "description": "A storm of tentacles, each twenty feet in length, flails with deadly precision from the leathery body of this gigantic octopus.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Giant Octopus Venom.",
                "affliction": {
                  "name": "Giant Octopus Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d3 Strength",
                  "save": "Fortitude DC 19",
                  "cure": "2 saves"
                }
              }
            ],
            "ecology": "The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its tentacles.",
            "source": "Bestiary"
          },
          {
            "name": "Ogre",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "3",
            "xp": "800",
            "alignment": "CE",
            "size": "Large",
            "init": "-1",
            "senses": "darkvision 60 ft., low-light vision; Perception +5",
            "languages": "Giant",
            "ac": "17, touch 8, flat-footed 17 (+4 armor, -1 Dex, +5 natural, -1 size)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+0",
              "will": "+3"
            },
            "speed": "30 ft. (40 ft. base)",
            "melee": "greatclub +7 (2d8+7)",
            "ranged": "javelin +1 (1d8+5)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "21",
              "dex": "8",
              "con": "15",
              "int": "6",
              "wis": "10",
              "cha": "7"
            },
            "base_attack": "+3",
            "cmb": "+9",
            "cmd": "18",
            "feats": "Iron Will, Toughness",
            "skills": "Climb +7, Perception +5",
            "environment": "temperate or cold hills",
            "organization": "solitary, pair, gang (3-4), or family (5-16)",
            "treasure": "standard (hide armor, greatclub, 4 javelins, other treasure)",
            "description": "This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.",
            "ecology": "Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.\n\nAn ogre revels in the misery of others. When smaller races aren't available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family.\n\nOgre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.\n\nRegions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk.\n\nOgre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres' cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish.\n\nAn ogre's great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards.\n\nA typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Oni, Ogre Mage",
            "creature_type": "Outsider",
            "creature_subtype": "giant, native, oni, shapechanger",
            "cr": "8",
            "xp": "4,800",
            "alignment": "LE",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision; Perception +13",
            "languages": "Common, Giant",
            "ac": "21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)",
            "hp": "92 (8d10+48); regeneration 5 (fire or acid)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+5",
              "will": "+10"
            },
            "special_qualities": "change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight",
            "sr": "19",
            "speed": "40 ft., fly 60 ft. (good)",
            "melee": "greatsword +14/+9 (3d6+10)",
            "ranged": "composite longbow +10 (2d6+7)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) Constant—fly; At will—darkness, invisibility; 1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16)"
              }
            ],
            "ability_scores": {
              "str": "24",
              "dex": "17",
              "con": "23",
              "int": "14",
              "wis": "14",
              "cha": "17"
            },
            "base_attack": "+8",
            "cmb": "+16",
            "cmd": "29",
            "feats": "Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will",
            "skills": "Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14",
            "environment": "cold hills",
            "organization": "solitary, pair, or patrol (1-2 plus 2-4 ogres)",
            "treasure": "double (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, other treasure)",
            "description": "Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.",
            "ecology": "The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh—in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.\n\nThe oni are a diverse race of evil outsiders, of which the ogre mage is the most common. Other types of oni exist as well—evil spirits that clothe themselves in the flesh of other types of humanoid. The majority of oni are giants, with goblinoid, tengu, and reptilian oni being relatively common as well.\n\nOni Traits: While oni are incredibly varied in their shapes and powers, they still share certain traits in common. Regeneration: All oni regenerate, although the rate of regeneration varies. Damage from fire or acid can kill an oni. Change Shape: All oni are shapechangers, but their ability to change shape is generally limited to creatures similar in shape to their true form. Native: Oni are native outsiders. As evil spirits clad in mortal humanoid flesh, all oni also possess one of the humanoid subtypes—usually giant.",
            "source": "Bestiary"
          },
          {
            "name": "Orc",
            "creature_type": "Humanoid",
            "cr": "1/3",
            "xp": "135",
            "alignment": "CE",
            "size": "Medium",
            "init": "+0",
            "senses": "darkvision 60 ft.; Perception -1",
            "languages": "Common, Orc",
            "ac": "13, touch 10, flat-footed 13 (+3 armor)",
            "hp": "6 (1d10+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+0",
              "will": "-1"
            },
            "defensive_abilities": "ferocity",
            "weaknesses": "light sensitivity",
            "special_qualities": "weapon familiarity",
            "speed": "30 ft.",
            "melee": "falchion +5 (2d4+4/18-20)",
            "ranged": "javelin +1 (1d6+3)",
            "level": "warrior 1",
            "ability_scores": {
              "str": "17",
              "dex": "11",
              "con": "12",
              "int": "7",
              "wis": "8",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+4",
            "cmd": "14",
            "feats": "Weapon Focus (falchion)",
            "skills": "Intimidate +2",
            "environment": "temperate hills, mountains, or underground",
            "organization": "solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)",
            "treasure": "NPC gear (studded leather armor, falchion, 4 javelins, other treasure)",
            "description": "This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.",
            "ecology": "Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so.\n\nAn adult male orc is roughly 6 feet tall and 210 pounds. Orcs and humans interbreed frequently, though this is almost always the result of raids and slave-taking rather than consensual unions. Many orc tribes purposefully breed for half-orcs and raise them as their own, as the smarter progeny make excellent strategists and leaders for their tribes.\n\nRacial Traits: Orcs are defined by their class levels—they do not possess racial Hit Dice. All orcs have the following racial traits. +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: orcs are brutal and savage. Darkvision: orcs can see in the dark up to 60 feet. Ferocity. Light Sensitivity. Weapon Familiarity: orcs are always proficient with greataxes and falchions, and treat any weapon with the word \"orc\" in its name as a martial weapon. Languages: orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.",
            "source": "Bestiary"
          },
          {
            "name": "Otyugh",
            "creature_type": "Aberration",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft., scent; Perception +9",
            "languages": "Common",
            "ac": "17, touch 9, flat-footed 17 (+8 natural, -1 size)",
            "hp": "39 (6d8+12)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "+6"
            },
            "immune": "disease",
            "speed": "20 ft.",
            "melee": "bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)",
            "special_attacks": "constrict (tentacle, 1d6+2)",
            "space": "10 ft.",
            "reach": "10 ft. (15 ft. with tentacle)",
            "ability_scores": {
              "str": "18",
              "dex": "10",
              "con": "13",
              "int": "5",
              "wis": "13",
              "cha": "6"
            },
            "base_attack": "+4",
            "cmb": "+9 (+13 grapple)",
            "cmd": "19 (21 vs. trip)",
            "feats": "Alertness, Toughness, Weapon Focus (tentacle)",
            "skills": "Perception +9, Stealth +2 (+10 in lair)",
            "racial_modifiers": "+8 Stealth in lair",
            "environment": "any underground",
            "organization": "solitary, pair, or cluster (3-4)",
            "treasure": "standard",
            "description": "This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.",
            "special_abilities": [
              {
                "name": "Disease",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Filth Fever, Otyugh.",
                "affliction": {
                  "name": "Filth Fever, Otyugh",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "1d3 days",
                  "frequency": "1/day",
                  "effect": "1d3 Dexterity damage and 1d3 Constitution damage",
                  "save": "Fortitude DC 14",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair's filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.\n\nIntelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian.\n\nThe most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh's tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.",
            "source": "Bestiary"
          },
          {
            "name": "Owlbear",
            "creature_type": "Magical Beast",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +12",
            "ac": "15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)",
            "hp": "47 (5d10+20)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "30 ft.",
            "melee": "2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "12",
              "con": "18",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+5",
            "cmb": "+10 (+14 grapple)",
            "cmd": "21 (25 vs. trip)",
            "feats": "Improved Initiative, Great Fortitude, Skill Focus (Perception)",
            "skills": "Perception +12",
            "environment": "temperate forests",
            "organization": "solitary, pair, or pack (3-8)",
            "treasure": "incidental",
            "description": "An amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger.",
            "ecology": "The origin of the owlbear is a subject of great debate among scholars of the monstrous creatures of the world. However, most concur that at some point in the distant past, a deranged wizard created the original specimens by crossing an owl with a bear—perhaps as proof of some insane concept about the nature of life, but possibly out of sheer lunacy. Whatever the original purpose of such a freakish creation as the owlbear, the creature bred true and has become quite well-established in woodlands across the world, where it plays a key role in a region's ecosystem as an apex predator.\n\nOwlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature. They tend to attack without provocation, slaughtering any living creatures that cross their paths. Many scholars that have encountered these creatures in the wild have noted that they all have red-rimmed eyes that roll about wildly when they close in for an attack. This is sometimes presented as a sign of madness, suggesting that all owlbears are born with a pathological need to fight and kill, but more level-headed researchers believe that it's simply part of the way the massive bird-beast's keen eyes are constructed.\n\nOwlbears generally inhabit desolate areas of the wilderness, making their messy lairs within wild forests or inside dark, shallow caverns. They are equally adept at hunting during the day and at night, depending upon the prey available near their lairs.\n\nAdult owlbears live in mated pairs, and hunt in small groups, leaving their young behind in their lairs while they search for prey. A typical owlbear lair contains 1d6 juveniles, which can fetch a price of up to 3,000 gp apiece in many city markets.\n\nWhile it is considered impossible to truly domesticate owlbears due to their feral natures, they can still be used as guardians if contained within an area but allowed to roam and hunt freely there. Professional animal trainers charge up to 2,000 gp to rear or train an owlbear into a serviceable guardian that can obey simple commands (DC 23 for a juvenile creature; DC 30 for a fully grown adult).\n\nA full-grown male can stand as tall as 8 feet and weighs up to 1,500 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Pegasus",
            "creature_type": "Magical Beast",
            "cr": "3",
            "xp": "800",
            "alignment": "CG",
            "size": "Large",
            "init": "+2",
            "senses": "darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11",
            "languages": "Common (cannot speak)",
            "ac": "14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)",
            "hp": "34 (4d10+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+4"
            },
            "speed": "60 ft., fly 120 ft. (average)",
            "melee": "bite +7 (1d3+4), 2 hooves +2 (1d6+2)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 4th) Constant—detect evil (60-ft. radius), detect good (60-ft. radius)"
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "15",
              "con": "16",
              "int": "10",
              "wis": "13",
              "cha": "13"
            },
            "base_attack": "+4",
            "cmb": "+9",
            "cmd": "21 (25 vs. trip)",
            "feats": "Flyby Attack, Iron Will",
            "skills": "Fly +5, Perception +11, Sense Motive +7",
            "racial_modifiers": "+4 Perception",
            "environment": "temperate and warm plains",
            "organization": "solitary, pair, or herd (6-10)",
            "treasure": "none",
            "description": "This magnificient horse has great bird-like wings upon its back and moves with a quiet and proud grace.",
            "ecology": "The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings.\n\nThe pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one—before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle's straps interfere with the creature's wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount.\n\nPegasi lay eggs—they are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. However, as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies.\n\nPegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.\n\nA light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.\n\nIn some pegasi, the blood of a mighty heroic stallion ancestor runs strong. These champions have the lifespan of a human, the advanced template, perfect flight maneuverability, fire resistance 10, a +4 racial bonus on saving throws against poison, and an immunity to petrification attacks. Some are able to speak a few words in Common or Celestial. They are fully aware of their superiority over common horses and pegasi, and need no training to fly with a rider, but only allow themselves to be ridden by great heroes.",
            "source": "Bestiary"
          },
          {
            "name": "Phase Spider",
            "creature_type": "Magical Beast",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Large",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision; Perception +6",
            "languages": "Aklo",
            "ac": "17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)",
            "hp": "51 (6d10+18)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+8",
              "will": "+3"
            },
            "defensive_abilities": "ethereal jaunt",
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +10 (2d6+7 plus poison and grab)",
            "special_attacks": "ethereal ambush",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "20",
              "dex": "17",
              "con": "16",
              "int": "7",
              "wis": "13",
              "cha": "10"
            },
            "base_attack": "+6",
            "cmb": "+12 (+16 grapple)",
            "cmd": "25 (37 vs. trip)",
            "feats": "Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)",
            "skills": "Climb +18, Perception +6, Stealth +7",
            "environment": "warm hills",
            "organization": "solitary, pair, or cluster (3-6)",
            "treasure": "none",
            "description": "This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.",
            "special_abilities": [
              {
                "name": "Ethereal Ambush",
                "type": "Ex",
                "description": "A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane."
              },
              {
                "name": "Ethereal Jaunt",
                "type": "Su",
                "description": "A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th)."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Phase Spider Venom.",
                "affliction": {
                  "name": "Phase Spider Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 8 rounds",
                  "effect": "1d2 Constitution damage",
                  "save": "Fortitude DC 18",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. Against a lone victim, the spider shifts to the Material Plane, bites the victim, then retreats back to the Ethereal Plane to wait for the poison to take effect. Against multiple foes, a phase spider follows these same tactics, and on each round a foe remains in reach at the start of its turn, it repeats this gambit. If no foes are in reach, it moves while ethereal to prepare an attack on an available target, but unless it feels safe in spending an entire round on the Material, it won't phase back to attack unless it can do so while saving a move action for an escape.\n\nPhase spiders are the natural enemy of another denizen of the Ethereal Plane—the xill. The two races have long fought a bloody war with no real prospect of a resolution anytime soon. Were phase spiders less horrifying and alien in appearance, they might find the allies they need to defeat the sinister xill among other races, but their monstrous forms and often overwhelming hunger make diplomacy difficult.\n\nOn the Ethereal Plane, phase spiders can manipulate the raw smoky ether in a manner similar to how a spider manipulates webs. Vast, complex nests of semisolid ether float idly through the eddies of the Ethereal Plane, each supporting numerous phase spiders. The creatures enjoy each other's company, but have no real concept of family—a newborn phase spider is fully capable of fending for itself and is treated no differently by its parents or siblings than any other.\n\nThe typical phase spider is 8 feet long and weighs about 700 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Phoenix",
            "creature_type": "Magical Beast",
            "creature_subtype": "fire",
            "cr": "15",
            "xp": "51,200",
            "alignment": "NG",
            "size": "Gargantuan",
            "init": "+11",
            "senses": "darkvision 60 ft., detect magic, detect poison, low-light vision, see invisibility; Perception +37",
            "languages": "Auran, Celestial, Common, Ignan",
            "aura": "shroud of flame (20 ft., 4d6 fire, DC 25)",
            "ac": "28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, -4 size)",
            "hp": "210 (20d10+100); regeneration 10 (cold or evil)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+19",
              "will": "+14"
            },
            "immune": "fire",
            "weaknesses": "vulnerable to cold",
            "dr": "15/evil",
            "sr": "26",
            "defensive_abilities": "self-resurrection",
            "speed": "30 ft., fly 90 ft. (good)",
            "melee": "2 talons +24 (2d6+8/19-20 plus 1d6 fire) and bite +24 (2d8+8 plus 1d6 fire)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 18th) Constant—detect magic, detect poison, see invisibility; At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire; 3/day—fire storm (DC 24), greater restoration, heal, mass cure critical wounds, quickened wall of fire"
              }
            ],
            "ability_scores": {
              "str": "27",
              "dex": "25",
              "con": "20",
              "int": "23",
              "wis": "22",
              "cha": "22"
            },
            "base_attack": "+20",
            "cmb": "+32",
            "cmd": "50",
            "feats": "Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)",
            "skills": "Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26",
            "racial_modifiers": "+8 Perception",
            "environment": "warm desert and hills",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This immense bird seems to be made of living flame. It spreads its wings and gives vent to a musical cry as it takes to the air.",
            "special_abilities": [
              {
                "name": "Self-Resurrection",
                "type": "Su",
                "description": "A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result."
              },
              {
                "name": "Shroud of Flame",
                "type": "Su",
                "description": "A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based."
              }
            ],
            "ecology": "The phoenix is a legendary bird of fire that dwells in the most remote parts of the desert. As the birds are known to be great scholars, many seekers of rare lore search out particular phoenixes for advice. Yet it is the phoenix's ability to rebirth itself from its own dead body for which the creature is best known.\n\nThe phoenix is a benevolent creature, aiding those who do good and actively harming those who do evil.",
            "source": "Bestiary"
          },
          {
            "name": "Pit Fiend",
            "creature_type": "Outsider",
            "creature_subtype": "devil, evil, extraplanar, lawful",
            "cr": "20",
            "xp": "307,200",
            "alignment": "LE",
            "size": "Large",
            "init": "+13",
            "senses": "darkvision 60 ft., see in darkness; Perception +33",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy 100 ft.",
            "aura": "fear (20 ft., DC 23)",
            "ac": "38, touch 18, flat-footed 29 (+9 Dex, +20 natural, -1 size)",
            "hp": "350 (20d10+240); regeneration 5 (good weapons, good spells)",
            "saving_throws": {
              "fort": "+24",
              "ref": "+21",
              "will": "+18"
            },
            "immune": "fire, poison",
            "resist": "acid 10, cold 10",
            "dr": "15/good and silver",
            "sr": "31",
            "speed": "40 ft., fly 60 ft. (average)",
            "melee": "2 claws +32 (2d8+13), 2 wings +30 (2d6+6), bite +32 (4d6+13 plus poison and disease), tail slap +30 (2d8+6 plus grab)",
            "special_attacks": "constrict 2d8+19, devil shaping",
            "space": "10 ft.",
            "reach": "10 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 18th) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire; 3/day—quickened fireball (DC 21); 1/day—meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%); 1/year—wish"
              }
            ],
            "ability_scores": {
              "str": "37",
              "dex": "29",
              "con": "35",
              "int": "26",
              "wis": "30",
              "cha": "26"
            },
            "base_attack": "+20",
            "cmb": "+34 (+38 grapple)",
            "cmd": "53",
            "feats": "Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike",
            "skills": "Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use Magic Device +28",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or council (3-9)",
            "treasure": "double",
            "special_abilities": [
              {
                "name": "Devil Shaping",
                "type": "Su",
                "description": "Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner."
              },
              {
                "name": "Disease",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite—Devil Chills, Pit Fiend.",
                "affliction": {
                  "name": "Devil Chills, Pit Fiend",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "immediate",
                  "frequency": "1/day",
                  "effect": "1d4 Strength damage",
                  "save": "Fortitude DC 32",
                  "cure": "3 consecutive saves"
                }
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Pit Fiend Venom.",
                "affliction": {
                  "name": "Pit Fiend Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 10 rounds",
                  "effect": "1d6 Constitution damage",
                  "save": "Fortitude DC 32",
                  "cure": "3 consecutive saves"
                }
              }
            ],
            "ecology": "Rulers of infernal realms, generals of Hell's armies, and advisors to the archfiends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archfiends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of deflecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell's elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds.\n\nPit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they've formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell's merciless law and assure that only the strongest of devilkind flourish (or dare to).\n\nOnly the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils' reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils' burning rage are slain—their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils' masters.",
            "source": "Bestiary"
          },
          {
            "name": "Pixie",
            "creature_type": "Fey",
            "cr": "4",
            "xp": "1,200",
            "alignment": "NG",
            "size": "Small",
            "init": "+5",
            "senses": "low-light vision; Perception +9",
            "languages": "Common, Sylvan",
            "ac": "18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)",
            "hp": "18 (4d6+4)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+9",
              "will": "+6"
            },
            "defensive_abilities": "invisibility",
            "dr": "10/cold iron",
            "sr": "15",
            "speed": "20 ft., fly 60 ft. (good)",
            "melee": "short sword +8 (1d4-2/19-20)",
            "ranged": "longbow +8 (1d6-2/×3)",
            "special_attacks": "special arrows",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) Constant—detect chaos, detect evil, detect good, detect law; 1/day—dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield"
              }
            ],
            "ability_scores": {
              "str": "7",
              "dex": "21",
              "con": "12",
              "int": "16",
              "wis": "15",
              "cha": "16"
            },
            "base_attack": "+2",
            "cmb": "-1",
            "cmd": "15",
            "feats": "Dodge, Weapon Finesse",
            "skills": "Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10",
            "environment": "temperate forests",
            "organization": "solitary, gang (2-4), band (6-11), or tribe (20-80)",
            "treasure": "standard",
            "description": "This tiny, whimsical-looking humanoid darts about swiftly on wildly colored gossamer wings.",
            "special_abilities": [
              {
                "name": "Invisibility",
                "type": "Su",
                "description": "A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action."
              },
              {
                "name": "Special Arrows",
                "type": "Su",
                "description": "When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based. Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes. Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees). Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes."
              }
            ],
            "ecology": "Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they're conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.\n\nStrange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day (caster level 8th), usually baleful polymorph, beast shape II (Tiny creatures only), or even a powerful spell like irresistible dance. Alternatively, you can change the types of effects that pixie dust can have on arrows—as a general rule, these alternate effects should be mind-affecting effects. Confusion, fear, hideous laughter, and hypnotism are all good choices for variant pixie arrow powers. You should take care when assigning alternate powers to a pixie, though, since doing so can create a threat that far exceeds what their physical statistics (and relatively low CR) can logically support.",
            "source": "Bestiary"
          },
          {
            "name": "Pseudodragon",
            "creature_type": "Dragon",
            "cr": "1",
            "xp": "400",
            "alignment": "NG",
            "size": "Tiny",
            "init": "+2",
            "senses": "blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6",
            "languages": "Draconic; telepathy (60 ft.)",
            "ac": "16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)",
            "hp": "15 (2d12+2)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+4"
            },
            "immune": "paralysis, sleep",
            "sr": "12",
            "speed": "15 ft., fly 60 ft. (good)",
            "melee": "sting +6 (1d3-2 plus poison), bite +6 (1d2-2)",
            "space": "2-1/2 ft.",
            "reach": "0 ft. (5 ft. with tail)",
            "ability_scores": {
              "str": "7",
              "dex": "15",
              "con": "13",
              "int": "10",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "10 (14 vs. trip)",
            "feats": "Weapon Finesse",
            "skills": "Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6",
            "racial_modifiers": "+4 Stealth (improves to +8 in forests)",
            "environment": "temperate forests",
            "organization": "solitary, pair, or clutch (3-5)",
            "treasure": "standard",
            "description": "This housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based and includes a +2 racial bonus. Sting—Pseudodragon Venom.",
                "affliction": {
                  "name": "Pseudodragon Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/minute for 10 minutes",
                  "effect": "sleep for 1 minute",
                  "save": "Fortitude DC 14",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Pseudodragons are tiny cousins of true dragons, and are playful but shy. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. If approached peacefully and offered food, they are usually willing to share information about what they've seen in their territory, but threats or violence make them flee.\n\nPseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. They either hunt on the ground like lizards or look for prey on the wing like a raptor. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends. They are wary of evil folk but can bond with sorcerers and wizards as familiars, and some have befriended druids and rangers or partnered with good dragons as scouts. Pseudodragons will serve as familiars if they approve of a spellcaster's personality (and if the spellcaster takes the Improved Familiar feat), but often also bond with those whose company they enjoy or who have proven themselves true friends. A pseudodragon might follow another character in this manner for days, weeks, years, or even a lifetime if the creature is treated well, provided with food, and generally well-loved.\n\nUpon reaching adulthood, a pseudodragon's body is about 1 foot long with a 2-foot tail, and weighs about 7 pounds. A pseudodragon egg is the size of a chicken egg, but leathery and spotted brown, and a mating female lays 2–5 eggs every spring. A clutch of pseudodragons (the collective noun—not to be confused with pseudodragons from the same brood of eggs) usually consists of a mated pair and several near-adult offspring.",
            "source": "Bestiary"
          },
          {
            "name": "Purple Worm",
            "creature_type": "Magical Beast",
            "cr": "12",
            "xp": "19,200",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "-2",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +18",
            "ac": "26, touch 4, flat-footed 26 (-2 Dex, +22 natural, -4 size)",
            "hp": "200 (16d10+112)",
            "saving_throws": {
              "fort": "+17",
              "ref": "+8",
              "will": "+4"
            },
            "speed": "20 ft., burrow 20 ft., swim 10 ft.",
            "melee": "bite +25 (4d8+12/19-20 plus grab), sting +25 (2d8+12 plus poison)",
            "special_attacks": "swallow whole (4d8+18 bludgeoning damage, AC 21, 20 hp)",
            "space": "20 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "35",
              "dex": "6",
              "con": "25",
              "int": "1",
              "wis": "8",
              "cha": "8"
            },
            "base_attack": "+16",
            "cmb": "+32 (+36 grapple)",
            "cmd": "40 (can't be tripped)",
            "feats": "Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting)",
            "skills": "Perception +18, Swim +20",
            "environment": "any underground",
            "organization": "solitary",
            "treasure": "incidental",
            "description": "This enormous worm is covered with dark purple plates of chitinous armor. Its giant, tooth-filled mouth is the size of an ox.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Sting—Purple Worm Venom.",
                "affliction": {
                  "name": "Purple Worm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d4 Strength damage",
                  "save": "Fortitude DC 25",
                  "cure": "3 consecutive saves"
                }
              }
            ],
            "ecology": "Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.\n\nAlthough they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with vast amounts of unrefined ores.\n\nA purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive.\n\nAlthough the deep-dwelling purple worm is the most common of its ilk, variant immense worms of differing colors dwell in other remote wildernesses. A sleek, mottled blue-and-green variant of the giant worm dwells in deep underground lakes or tropical seas (this variant loses its burrow speed but increases its swim speed to 40 feet). A deep crimson variant of even greater size dwells in remote badlands and rocky deserts (this variant is never less than Colossal in size). Other species doubtless remain to be discovered in the far corners of the world.",
            "source": "Bestiary"
          },
          {
            "name": "Rakshasa",
            "creature_type": "Outsider",
            "creature_subtype": "native, shapechanger",
            "cr": "10",
            "xp": "9,600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+9",
            "senses": "darkvision 60 ft.; Perception +14",
            "languages": "Common, Infernal, Undercommon",
            "ac": "25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)",
            "hp": "115 (10d10+60)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+12",
              "will": "+8"
            },
            "special_qualities": "change shape (any humanoid, alter self)",
            "special_attacks": "detect thoughts",
            "dr": "15/good and piercing",
            "sr": "25",
            "speed": "40 ft.",
            "melee": "+1 kukri +16/+11 (1d4+4/15-20), claw +10 (1d4+1), bite +10 (1d6+1)",
            "spellcasting": [
              {
                "type": "Spells Known",
                "text": "(CL 7th) 3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16); 2nd (7/day)—acid arrow, invisibility, minor image; 1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image; 0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation"
              }
            ],
            "ability_scores": {
              "str": "16",
              "dex": "20",
              "con": "22",
              "int": "13",
              "wis": "13",
              "cha": "17"
            },
            "base_attack": "+10",
            "cmb": "+13",
            "cmd": "29",
            "feats": "Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Weapon Finesse",
            "skills": "Bluff +20, Diplomacy +16, Disguise +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18",
            "racial_modifiers": "+4 Bluff, +8 Disguise",
            "environment": "any",
            "organization": "solitary, pair, or cult (3-12)",
            "treasure": "double (+1 kukri, other treasure)",
            "description": "This figure's backward-bending fingers and its bestial, snarling visage leave little doubt as to its fiendish nature.",
            "special_abilities": [
              {
                "name": "Detect Thoughts",
                "type": "Su",
                "description": "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."
              }
            ],
            "ecology": "The rakshasa is an evil spirit that cloaks itself in the guise of a humanoid creature that it might walk unseen among its prey. They embody what is taboo among most societies, and in the shape of those it seeks to defile, a rakshasa gorges itself on these hideous acts. Were they human, these acts of cannibalism, blasphemy, and worse would mark them as criminals condemned to the cruelest of hells.\n\nWhen not disguised as a humanoid, the otherwise humanoid rakshasa has the head of an animal. Often, they possess the heads of great cats (such as a tiger or panther) or a snake (like a cobra or viper), yet other heads are not unknown—apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a rakshasa possesses speaks in some way to its personality—a tiger-headed rakshasa is stealthy and ravenous, while a boar-headed one might be gluttonous and crude. These changes rarely impact the rakshasa's base statistics, although there are more powerful variants of the standard rakshasa that possess multiple heads, more potent spellcasting powers, and additional deadly and unusual special abilities.\n\nRakshasas scoff at religion—they understand the power of the divine, but see themselves as the only thing worthy of worship from the mortal races. Rakshasa clerics are thus quite rare. Although rakshasas are outsiders, they are also very much creatures of the Material Plane, and many believe the first rakshasas chose this exile over some other role offered them by a long-forgotten god. Although they usually work alone, it isn't unheard of to find extended families of rakshasas working together to ruin a mortal civilization from the inside out over the course of many generations. A rakshasa is 6 feet tall and weighs 180 lbs.",
            "source": "Bestiary"
          },
          {
            "name": "Rat, Dire",
            "creature_type": "Animal",
            "cr": "1/3",
            "xp": "135",
            "alignment": "N",
            "size": "Small",
            "init": "+3",
            "senses": "low-light vision, scent; Perception +4",
            "ac": "14, touch 14, flat-footed 11 (+3 Dex, +1 size)",
            "hp": "5 (1d8+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+5",
              "will": "+1"
            },
            "speed": "40 ft., climb 20 ft., swim 20 ft.",
            "melee": "bite +1 (1d4 plus disease)",
            "special_attacks": "disease",
            "ability_scores": {
              "str": "10",
              "dex": "17",
              "con": "13",
              "int": "2",
              "wis": "13",
              "cha": "4"
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "12 (16 vs. trip)",
            "feats": "Skill Focus (Perception)",
            "skills": "Climb +11, Perception +4, Stealth +11, Swim +11",
            "racial_modifiers": "uses Dex to modify Climb and Swim",
            "environment": "any urban",
            "organization": "solitary or pack (2-20)",
            "treasure": "none",
            "description": "This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes.",
            "special_abilities": [
              {
                "name": "Disease",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Bite—Filth Fever, Dire Rat.",
                "affliction": {
                  "name": "Filth Fever, Dire Rat",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "1d3 days",
                  "frequency": "1/day",
                  "effect": "1d3 Dexterity damage and 1d3 Constitution damage",
                  "save": "Fortitude DC 11",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are common menaces in dungeons and city sewers alike.\n\nAs an Animal Companion: A dire rat kept as an animal companion has speed 40 ft., climb 20 ft., swim 20 ft.; attack bite (1d4); ability scores Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 4; special qualities low-light vision, scent. At 4th-level advancement: attack bite (1d4 plus disease); ability scores Str +2, Con +2.",
            "source": "Bestiary"
          },
          {
            "name": "Remorhaz",
            "creature_type": "Magical Beast",
            "cr": "7",
            "xp": "3,200",
            "alignment": "N",
            "size": "Huge",
            "init": "+1",
            "senses": "darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +16",
            "languages": "Giant (cannot speak)",
            "ac": "20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)",
            "hp": "94 (9d10+45)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+7",
              "will": "+4"
            },
            "immune": "fire, cold",
            "speed": "30 ft., burrow 20 ft.",
            "melee": "bite +13 (3d6+9 plus grab)",
            "special_attacks": "heat, swallow whole (2d6+9 plus 8d6 fire, AC 15, hp 9)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "22",
              "dex": "13",
              "con": "21",
              "int": "5",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+9",
            "cmb": "+17 (+21 grapple)",
            "cmd": "28 (can't be tripped)",
            "feats": "Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Skill Focus (Perception)",
            "skills": "Perception +16",
            "environment": "cold deserts and glaciers",
            "organization": "solitary",
            "treasure": "none",
            "description": "An immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot.",
            "special_abilities": [
              {
                "name": "Heat",
                "type": "Su",
                "description": "An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based."
              }
            ],
            "ecology": "In a world of ice and snow, the remorhaz is particularly feared for the terrible fires that burn within its body. These internal fires cause the armor plates along its back to glow red-hot when the creature is particularly angry, excited, or in pain. Creatures adapted to arctic regions are often particularly vulnerable to fire, making the remorhaz's primary defense an incredibly potent one and securing its role as a dangerous predator in such frozen reaches.\n\nRemorhazes dwell in extensive warrens carved into the hearts of glaciers. The beasts use their heat to melt tunnels through ice, tunnels whose smooth glassy sides swiftly refreeze in their wake to create uncommonly stable and numerous mazes.\n\nAlthough the remorhaz has much in common superficially with lesser vermin, the beast is surprisingly intelligent. While not capable of speech, the typical remorhaz has a good grasp of the Giant tongue, and tribes of giants often use this to their advantage to secure allegiances with the great beasts. Frost giants are particularly obsessed with them, for those giants who brave the cruel and deadly burns a remorhaz can inflict to become \"worm friends\" gain a potent weapon to use against their enemies—an assassin capable of burrowing up through the floor of a glacial keep to strike directly against a frost giant's greatest weakness: fire. Other giants use the beasts as living forges, for their backs are hot enough to melt metal.\n\nA remorhaz is 25 feet long and weighs 10,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Retriever",
            "creature_type": "Construct",
            "creature_subtype": "extraplanar",
            "cr": "11",
            "xp": "12,800",
            "alignment": "CE",
            "size": "Huge",
            "init": "+7",
            "senses": "darkvision 60 ft., low-light vision, Perception +15",
            "languages": "Abyssal (cannot speak)",
            "ac": "25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)",
            "hp": "137 (15d10+55); fast healing 5",
            "saving_throws": {
              "fort": "+7",
              "ref": "+10",
              "will": "+5"
            },
            "defensive_abilities": "construct traits",
            "special_qualities": "relentless",
            "speed": "50 ft.",
            "melee": "bite +19 (1d8+6 plus grab), 4 claws +19 (2d6+6/19-20)",
            "special_attacks": "eye rays (+16 ranged touch)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 20th) At will—discern location"
              }
            ],
            "ability_scores": {
              "str": "22",
              "dex": "16",
              "con": "-",
              "int": "3",
              "wis": "11",
              "cha": "1"
            },
            "base_attack": "+15",
            "cmb": "+23 (+27 grapple)",
            "cmd": "36 (40 vs. trip)",
            "feats": "Cleave, Improved Bull Rush, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness",
            "skills": "Perception +15",
            "environment": "any (Abyss)",
            "organization": "solitary",
            "treasure": "none",
            "description": "A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy.",
            "special_abilities": [
              {
                "name": "Eye Rays",
                "type": "Su",
                "description": "A retriever's eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks—firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 19—the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following. Fire: Deals 12d6 fire damage (Reflex half). Cold: Deals 12d6 cold damage (Reflex half). Electricity: Deals 12d6 electricity damage (Reflex half). Petrification: Target must succeed on a Fortitude save or turn to stone permanently."
              },
              {
                "name": "Relentless",
                "type": "Su",
                "description": "A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled."
              }
            ],
            "ecology": "Not all constructs are formed from unliving matter like stone, wood, metal, or dead flesh. In the darkest corners of the Great Beyond, certain powerful demon lords have mastered the art of shaping the raw, protoplasmic flesh of the Abyss into hideous monstrosities devoid of life, emotion, and the will to resist control. The monstrous retriever is the best-known of such constructs, a huge spider-like creation capable of unleashing potent energy upon those it has been ordered to seek.\n\nDemon lords use retrievers to seek out those who dare abandon their loyalties or flee from servitude. Often, the presence of a retriever in a demon's den is enough in and of itself to ensure the loyalty of the lesser demons. The constructs also excel in tracking down specific objects and returning them to their masters—their intelligence is just enough to allow them to focus on their ordered tasks but not quite enough for them to form ideas of rebellion and longings for freedom.\n\nA retriever's body is the size of an elephant, and its legspan is nearly 30 feet. It weighs 6,500 pounds.\n\nConjuring a Retriever: Although a retriever is not an outsider, it may nonetheless be conjured by either greater planar ally or greater planar binding. The spellcaster must take care to do so, however, using special rare incenses and complex diagrams inked on the floor and walls using expensive phosphorescent inks, lest the retriever attack the spellcaster upon completion of the spell. These components cost 25,000 gp and replace the usual costs associated with casting either spell (including greater planar binding's Charisma check requirement).",
            "source": "Bestiary"
          },
          {
            "name": "Rhinoceros",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "scent; Perception +12",
            "ac": "16, touch 9, flat-footed 16 (+7 natural, -1 size)",
            "hp": "42 (5d8+20)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+4",
              "will": "+2"
            },
            "speed": "40 ft.",
            "melee": "gore +8 (2d6+9)",
            "special_attacks": "powerful charge (gore, 4d6+12)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "22",
              "dex": "10",
              "con": "19",
              "int": "2",
              "wis": "13",
              "cha": "5"
            },
            "base_attack": "+3",
            "cmb": "+10",
            "cmd": "20 (24 vs. trip)",
            "feats": "Endurance, Great Fortitude, Skill Focus (Perception)",
            "skills": "Perception +12",
            "environment": "warm plains",
            "organization": "solitary, pair, or herd (3-12)",
            "treasure": "none",
            "description": "This rhinoceros has a low-slung head with twisted ears that lie back along its neck.",
            "ecology": "The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely (generally within a distance of 80 feet—the distance of a single charge—for most rhinos).\n\nAs an Animal Companion: A rhinoceros kept as an animal companion has a +4 natural armor bonus; speed 40 ft.; attack gore (1d8); ability scores Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5; special qualities scent. At 7th-level advancement (Large size): +3 natural armor bonus; attack gore (2d6); ability scores Str +8, Dex -2, Con +4; special qualities powerful charge.",
            "source": "Bestiary"
          },
          {
            "name": "Rhinoceros, Woolly",
            "creature_type": "Animal",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "scent; Perception +15",
            "ac": "19, touch 9, flat-footed 19 (+10 natural, -1 size)",
            "hp": "76 (8d8+40)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+6",
              "will": "+3"
            },
            "speed": "30 ft.",
            "melee": "gore +14 (2d8+13)",
            "special_attacks": "powerful charge (gore, 4d8+18), trample (2d6+13, DC 23)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "10",
              "con": "21",
              "int": "2",
              "wis": "13",
              "cha": "3"
            },
            "base_attack": "+6",
            "cmb": "+16",
            "cmd": "26 (30 vs. trip)",
            "feats": "Diehard, Endurance, Great Fortitude, Skill Focus (Perception)",
            "skills": "Perception +15",
            "environment": "cold plains",
            "organization": "solitary, pair, or herd (3-12)",
            "treasure": "none",
            "description": "This large rhinoceros has a shaggy pelt of long, brown fur and a row of immense horns on its snout and brow.",
            "ecology": "The woolly rhinoceros is an herbivore, though unlike its non-woolly cousin it grazes for food rather than browsing on larger plants. The woolly rhino is legendary for its foul temper, and its size and huge horn give it a ferocious bravery. Any threat (real or perceived) to the rhino or its herd is met with loud bellows and the stomping of feet. Often, those who unwittingly anger a woolly rhino have no time to amend the intrusion before the beast attacks.",
            "source": "Bestiary"
          },
          {
            "name": "Roc",
            "creature_type": "Animal",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+6",
            "senses": "low-light vision; Perception +15",
            "ac": "22, touch 8, flat-footed 20 (+2 Dex, +14 natural, -4 size)",
            "hp": "120 (16d8+48)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+14",
              "will": "+8"
            },
            "speed": "20 ft., fly 80 ft. (average)",
            "melee": "2 talons +18 (2d6+9/19-20 plus grab), bite +17 (2d8+9)",
            "space": "20 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "28",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "11"
            },
            "base_attack": "+12",
            "cmb": "+25 (+29 grapple)",
            "cmd": "37",
            "feats": "Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (talons)",
            "skills": "Fly +7, Perception +15",
            "environment": "warm mountains",
            "organization": "solitary or mated pair",
            "treasure": "none",
            "description": "This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.",
            "ecology": "Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot wingspan and weight of up to 8,000 pounds. While their beaks are hooked like an eagle's and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. For this reason, they are often followed by flocks of scavengers like rooks, buzzards, and eagles hoping to steal portions of the roc's messy meals. The roc generally ignores such opportunists, but if the scavengers don't take care, they nevertheless may find themselves accidentally consumed by the feeding roc.\n\nRocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They prefer rocky crags that are completely inaccessible by terrestrial means, building vast nests of tree trunks and ruined masonry. Once a decade, a mated pair lays a clutch of 3–5 eggs and raises its young. Outside of mating, rocs are extremely antisocial, and may attack others of their kind in vicious aerial battles in order to establish their territorial boundaries. When a nest contains eggs or chicks, parents trade off in their long-ranging flights, with one restricting its wanderings to within a 10-mile radius of the nest.\n\nRocs are most commonly white but can be a number of different colors, from dark brown or gold to black or blood red. Their massive feathers are highly prized, and their eggs even more so. Due to their scarcity and the high risk involved in harvesting them, a single man-sized roc egg can net 4,000 gp if transported to market undamaged. A roc can be trained as well as any other animal, but its great size makes this a daunting task for most would-be trainers of human size. The same isn't true for giants—particularly cloud and storm giants, who often use trained rocs as guardians for their lairs. Rocs are even large enough to serve as mounts for the most prestigious of giants.\n\nRocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size—still large enough for a Medium druid or ranger to use the flying beast as a mount.\n\nAs an Animal Companion: A roc kept as an animal companion has a +5 natural armor bonus; speed 20 ft., fly 80 ft.; attack 2 talons (1d4), bite (1d6); ability scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; special qualities low-light vision. At 7th-level advancement (Large size): +3 natural armor bonus; attack 2 talons (1d6 plus grab), bite (1d8); ability scores Str +8, Dex -2, Con +4.",
            "source": "Bestiary"
          },
          {
            "name": "Roper",
            "creature_type": "Aberration",
            "cr": "12",
            "xp": "19,200",
            "alignment": "CE",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., low-light vision; Perception +24",
            "languages": "Aklo, Undercommon",
            "ac": "27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)",
            "hp": "162 (12d8+108)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+5",
              "will": "+13"
            },
            "immune": "electricity",
            "resist": "cold 10",
            "weaknesses": "vulnerability to fire",
            "sr": "27",
            "speed": "10 ft.",
            "melee": "bite +20 (4d8+18/19-20)",
            "ranged": "6 strands +10 touch (1d6 Strength)",
            "special_attacks": "pull (strand, 5 feet), strands",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "34",
              "dex": "13",
              "con": "29",
              "int": "13",
              "wis": "16",
              "cha": "12"
            },
            "base_attack": "+9",
            "cmb": "+22",
            "cmd": "33 (can't be tripped)",
            "feats": "Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Stealth), Weapon Focus (strand)",
            "skills": "Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas)",
            "racial_modifiers": "+8 Stealth in stony or icy areas",
            "environment": "any underground",
            "organization": "solitary, pair, or cluster (3-6)",
            "treasure": "standard",
            "description": "A huge eye opens in this conical creature's front, just above a toothy mouth. Long strands of fibrous material whip from its sides.",
            "special_abilities": [
              {
                "name": "Strands",
                "type": "Ex",
                "description": "A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based."
              }
            ],
            "ecology": "The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semiliquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention.\n\nAlthough alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the intellect devourers or neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters. Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don't eventually escape, a roper's appetite always wins out over its intellectual curiosity—especially in cases where pets are constantly outmaneuvering their keeper's wits and patience.\n\nA roper is 9 feet tall and weighs 2,200 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Rust Monster",
            "creature_type": "Aberration",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 60 ft., scent metals 90 ft.; Perception +12",
            "ac": "18, touch 13, flat-footed 15 (+3 Dex, +5 natural)",
            "hp": "27 (5d8+5)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+4",
              "will": "+5"
            },
            "speed": "40 ft., climb 10 ft.",
            "melee": "bite +6 (1d3), antennae +6 touch (rust)",
            "ability_scores": {
              "str": "10",
              "dex": "17",
              "con": "13",
              "int": "2",
              "wis": "13",
              "cha": "8"
            },
            "base_attack": "+3",
            "cmb": "+3",
            "cmd": "16 (20 vs. trip)",
            "feats": "Ability Focus (rust), Skill Focus (Perception), Weapon Finesse",
            "skills": "Climb +8, Perception +12",
            "environment": "any underground",
            "organization": "solitary, pair, or nest (3-10)",
            "treasure": "incidental (no metal treasure)",
            "description": "This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.",
            "special_abilities": [
              {
                "name": "Rust",
                "type": "Su",
                "description": "A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based."
              },
              {
                "name": "Scent Metals",
                "type": "Ex",
                "description": "This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects)."
              }
            ],
            "ecology": "Of all the terrifying beasts an explorer might encounter underground, only the rust monster targets that which the average adventurer values most: his treasure.\n\nTypically 5 feet long and weighing almost 200 pounds, the lobster-like rust monster would be frightening enough even without the alien feeding process that gives it its name. Rust monsters consume metal objects, preferring iron and ferrous alloys like steel but devouring even mithral, adamantine, and enchanted metals with equal ease. Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds, making the beast a major threat to subterranean adventurers and those dwarven miners who must defend their forges and compete for ore.\n\nThough rust monsters have no innate tendency toward violence, their insatiable hunger leads them to charge anything they come across that bears even trace amounts of metal, and any resistance is met with unthinking savagery. It's not unheard of for rust monsters in metal-poor areas to track escaped victims for days using their scent metal ability, provided the victims retain intact metal objects. Fortunately, it's often possible to escape a rust monster's attentions by throwing it a dense metal object like a shield and running in the opposite direction. Those who frequent areas infested with rust monsters quickly learn to keep a few stone or wooden weapons close at hand.",
            "source": "Bestiary"
          },
          {
            "name": "Sahuagin",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "aquatic",
            "cr": "2",
            "xp": "600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+1",
            "senses": "blindsense 30 ft., darkvision 60 ft.; Perception +6",
            "languages": "Aquan, Common; speak with sharks",
            "weaknesses": "light blindness",
            "ac": "16, touch 11, flat-footed 15 (+1 Dex, +5 natural)",
            "hp": "15 (2d10+4)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+4",
              "will": "+4"
            },
            "speed": "30 ft., swim 60 ft.",
            "melee": "trident +4 (1d8+3), bite -1 (1d4+1) or 2 claws +4 (1d4+2), bite +4 (1d4+2)",
            "ranged": "heavy crossbow +3 (1d10/19-20)",
            "special_attacks": "blood frenzy",
            "ability_scores": {
              "str": "14",
              "dex": "13",
              "con": "14",
              "int": "14",
              "wis": "13",
              "cha": "9"
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "15",
            "feats": "Great Fortitude",
            "skills": "Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15",
            "environment": "temperate or warm ocean",
            "organization": "Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)",
            "treasure": "NPC gear (trident, heavy crossbow with 10 bolts, other treasure)",
            "description": "This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.",
            "special_abilities": [
              {
                "name": "Blood Frenzy",
                "type": "Ex",
                "description": "Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter."
              },
              {
                "name": "Speak with Sharks",
                "type": "Su",
                "description": "A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as \"come here,\" \"defend me,\" or \"attack this target.\""
              }
            ],
            "ecology": "Ravenous and cruel, the sahuagin are, unfortunately, among the most prosperous oceanic races. Great cities raised by these creatures darken the deep ocean trenches, and many are the near-coastal fortresses where they launch endless raids against their air-breathing enemies who dwell in close proximity to the shore. Warlike and proud, the sahuagin rarely ally with others, and view most other aquatic races such as the aboleths, the merfolk, and their ilk as competitors. The only creatures they seem to respect and adore apart from their own kind are sharks, for in these relentless predators the sahuagin see much of themselves. A sahuagin stands 7 feet tall and weighs about 250 pounds.\n\nSahuagin are prone to beneficial mutations, and when a mutant is born it almost always rises to the society's nobility or rulership. The most common sahuagin mutation is an extra pair of arms (granting two additional claw attacks or the opportunity to wield more weapons). Rumors speak of the rare malenti—sahuagin who look not like sharkmen but aquatic elves, yet who share their kin's bloodlusts and cruel natures. Malenti often serve as spies and assassins for sahuagin rulers, but rumors of all-malenti tribes in isolated reaches of the sea persist.",
            "source": "Bestiary"
          },
          {
            "name": "Salamander",
            "creature_type": "Outsider",
            "creature_subtype": "extraplanar, fire",
            "cr": "6",
            "xp": "2,400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +16",
            "languages": "Common, Ignan",
            "ac": "18, touch 11, flat-footed 17 (+1 Dex, +7 natural)",
            "hp": "76 (8d10+32)",
            "saving_throws": {
              "fort": "+10",
              "ref": "+7",
              "will": "+6"
            },
            "immune": "fire",
            "weaknesses": "vulnerability to cold",
            "dr": "10/magic",
            "speed": "20 ft.",
            "melee": "spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire and grab)",
            "special_attacks": "constrict (2d6+4 plus 1d6 fire), heat",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with tail)",
            "ability_scores": {
              "str": "16",
              "dex": "13",
              "con": "18",
              "int": "14",
              "wis": "15",
              "cha": "13"
            },
            "base_attack": "+8",
            "cmb": "+11 (+15 grapple)",
            "cmd": "22 (can't be tripped)",
            "feats": "Cleave, Iron Will, Power Attack, Skill Focus (Perception)",
            "skills": "Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +12",
            "racial_modifiers": "+4 Craft (armorsmithing, blacksmithing, and weaponsmithing)",
            "environment": "any (Plane of Fire)",
            "organization": "solitary, pair, or cluster (3-5)",
            "treasure": "standard (spear, other nonflammable treasure)",
            "description": "This snake-bodied humanoid hisses with anger. Spines of crackling flame dance along the creature's blackened, fiery-red scales.",
            "special_abilities": [
              {
                "name": "Heat",
                "type": "Ex",
                "description": "A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat."
              }
            ],
            "ecology": "Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion.\n\nThough their lairs typically hover in temperatures of 500 degrees F or more, salamanders can tolerate lower temperatures. They generally do so only when forced, and are even surlier and more short-tempered than normal in such environments. Although they hail from the Plane of Fire, the salamander race identifies more with the Abyss, and they hold demons (particularly those associated with fire, like balors and certain fire-themed demon lords) in great esteem. It's not unusual to encounter large groups of salamanders in the Abyss as a result.\n\nSalamanders are often conjured to the Material Plane to serve as guardians or, more commonly, to craft weapons, armor, and other metalwork, for their skill in these areas is legendary. Salamanders also infest areas of the Material Plane where the boundaries between this world and the Plane of Fire have worn thin, such as in and near volcanoes.\n\nBecause their habitat is so extreme, salamanders only save treasure that can withstand high temperatures, such as swords, armor, jewels, rods, and other items made from high-melting-point metals. Salamander society is a cruel one based on power and the ability to subjugate those beneath oneself. Beings beneath a salamander that cause it discomfort are dealt a slow and painful death.",
            "source": "Bestiary"
          },
          {
            "name": "Satyr",
            "creature_type": "Fey",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CN",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision; Perception +18",
            "languages": "Common, Sylvan",
            "ac": "18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)",
            "hp": "44 (8d6+16)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+8",
              "will": "+8"
            },
            "dr": "5/cold iron",
            "speed": "40 ft.",
            "melee": "dagger +6 (1d4+2/19-20), horns +1 (1d6+1)",
            "ranged": "short bow +6 (1d6/×3)",
            "special_attacks": "pipes",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 8th) At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17); 1/day—fear (DC 18), summon nature's ally III"
              }
            ],
            "ability_scores": {
              "str": "14",
              "dex": "15",
              "con": "15",
              "int": "12",
              "wis": "14",
              "cha": "19"
            },
            "base_attack": "+4",
            "cmb": "+6",
            "cmd": "18",
            "feats": "Dodge, Mobility, Skill Focus (Perception), Weapon Finesse",
            "skills": "Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7",
            "racial_modifiers": "+4 Perception, +4 Perform, +4 Stealth",
            "environment": "temperate forests",
            "organization": "solitary, pair, band (3-6), or orgy (7-11)",
            "treasure": "standard (dagger, short bow plus 20 arrows, masterwork panpipes, other treasure)",
            "description": "This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.",
            "special_abilities": [
              {
                "name": "Pipes",
                "type": "Su",
                "description": "A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based."
              }
            ],
            "ecology": "Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.\n\nThough their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.\n\nIn addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.",
            "source": "Bestiary"
          },
          {
            "name": "Scorpion, Giant",
            "creature_type": "Vermin",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +4",
            "immune": "mind-affecting effects",
            "ac": "16, touch 9, flat-footed 16 (+7 armor, -1 size)",
            "hp": "37 (5d8+15)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+1",
              "will": "+1"
            },
            "speed": "50 ft.",
            "melee": "2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison)",
            "special_attacks": "constrict (1d6+4)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "10",
              "con": "16",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+3",
            "cmb": "+8 (+12 grapple)",
            "cmd": "18 (30 vs. trip)",
            "skills": "Climb +8, Perception +4, Stealth +0",
            "racial_modifiers": "+4 Climb, +4 Perception, +4 Stealth",
            "environment": "warm or temperate deserts, forests, plains, or underground",
            "organization": "solitary",
            "treasure": "none",
            "description": "The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based and includes a +2 racial bonus. Sting—Giant Scorpion Venom.",
                "affliction": {
                  "name": "Giant Scorpion Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Strength damage",
                  "save": "Fortitude DC 17",
                  "cure": "1 save"
                }
              }
            ],
            "tables": [
              {
                "name": "Species",
                "headers": [
                  "Species",
                  "CR",
                  "Size",
                  "HD"
                ],
                "rows": [
                  [
                    "Greensting scorpion",
                    "1/4",
                    "Tiny",
                    "1d8"
                  ],
                  [
                    "Ghost scorpion",
                    "1/2",
                    "Small",
                    "2d8"
                  ],
                  [
                    "Cave scorpion",
                    "1",
                    "Medium",
                    "3d8"
                  ],
                  [
                    "Deadfall scorpion",
                    "8",
                    "Huge",
                    "10d8"
                  ],
                  [
                    "Giant emperor scorpion",
                    "11",
                    "Gargantuan",
                    "16d8"
                  ],
                  [
                    "Black scorpion",
                    "15",
                    "Colossal",
                    "22d8"
                  ]
                ]
              }
            ],
            "ecology": "Giant scorpions are monstrous versions of the more common desert scorpion. They are likely to attack any creature that approaches. Giant scorpions usually charge when attacking, grabbing prey in their pincers, then lashing their segmented tails forward to kill their victim with injected venom.\n\nGiant scorpions are just over 8 feet long from head to the base of the tail; the tail adds an additional 8 feet or so, although it is usually curled up over the scorpion's back. Giant scorpions weigh between 2,000 and 6,000 pounds.\n\nGiant scorpions normally feed on other giant vermin, as well as large mammals that they paralyze with their venom, but they will attack and eat any living creature that ventures too close. In turn, giant scorpions are preyed upon by purple worms and other large predators.\n\nGiant scorpions engage in complex courtship rituals when they mate, grasping each other's pincers, arching their tails, and performing a circular \"dance.\" Soon after mating, the male usually retreats to avoid being cannibalized by the female.\n\nFemale scorpions do not lay eggs; they give birth to live young in broods of a dozen or so. The mother carries her brood on her back until the young are old enough to fend for themselves and hunt their own prey.\n\nGiant scorpions live in underground burrows, either as solitary hunters or in small colonies, and will sometimes take up residence in man-made ruins or dungeons if food is plentiful. Giant scorpion colonies are usually made up of scorpions from the same brood that have yet to strike out on their own.\n\nOther species of scorpions exist as well, some smaller but most quite a bit larger and favoring different terrains, such as forests, plains, or even underground. You can adjust the stats for the giant scorpion by changing Hit Dice and size (adjusting Strength, Dexterity, and Constitution as appropriate) to represent a wide range of species. The following table lists the most common variants.",
            "source": "Bestiary"
          },
          {
            "name": "Sea Hag",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "aquatic",
            "cr": "4",
            "xp": "1,200",
            "alignment": "CE",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 60 ft.; Perception +11",
            "languages": "Common, Giant",
            "aura": "horrific appearance (60 ft.)",
            "ac": "16, touch 13, flat-footed 13 (+3 Dex, +3 natural)",
            "hp": "38 (4d10+16)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+7",
              "will": "+5"
            },
            "special_qualities": "amphibious",
            "sr": "15",
            "speed": "30 ft., swim 40 ft.",
            "melee": "2 claws +8 (1d6+4)",
            "special_attacks": "evil eye",
            "ability_scores": {
              "str": "19",
              "dex": "16",
              "con": "18",
              "int": "12",
              "wis": "13",
              "cha": "15"
            },
            "base_attack": "+4",
            "cmb": "+8",
            "cmd": "21",
            "feats": "Skill Focus (Bluff, Perception)",
            "skills": "Bluff +9, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19",
            "environment": "any aquatic",
            "organization": "solitary or coven (3 hags of any kind)",
            "treasure": "standard",
            "description": "Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.",
            "special_abilities": [
              {
                "name": "Evil Eye",
                "type": "Su",
                "description": "Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind-affecting fear effect. The save DCs are Charisma-based.",
                "affliction": {
                  "name": "Evil Eye",
                  "type": "curse",
                  "contracted": "gaze",
                  "frequency": "1/day",
                  "effect": "staggered (or fall comatose if already under the effects of the evil eye)",
                  "save": "Will DC 14"
                }
              },
              {
                "name": "Horrific Appearance",
                "type": "Su",
                "description": "The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based."
              }
            ],
            "ecology": "Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.\n\nSea hags prefer to dwell relatively close to shore where fishermen and trading vessels are more commonly encountered. Most choose to live far from urban areas so that their acts don't draw as much attention from would-be enemies, but it's not uncommon for a particularly brave or eager sea hag to settle in a city harbor or in the mouth of a deep river.\n\nSea hags form covens similar to other hags, but their aquatic nature generally keeps them from forming mixed covens. In the case of a shoreline-dwelling green hag (often a green hag who dwells in a saltmarsh or other coastal swampland), a coven often consists of two sea hags who look to the green hag as their mother and leader. More commonly, a sea hag coven consists of a group of particularly friendly and sisterly sea hags.",
            "source": "Bestiary"
          },
          {
            "name": "Sea Serpent",
            "creature_type": "Magical Beast",
            "creature_subtype": "aquatic",
            "cr": "12",
            "xp": "19,200",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+6",
            "senses": "darkvision 120 ft., low-light vision; Perception +8",
            "ac": "25, touch 8, flat-footed 23 (+2 Dex, +17 natural, -4 size)",
            "hp": "187 (15d10+105)",
            "saving_throws": {
              "fort": "+16",
              "ref": "+13",
              "will": "+7"
            },
            "immune": "cold",
            "resist": "fire 30",
            "defensive_abilities": "elusive",
            "speed": "20 ft., swim 60 ft.",
            "melee": "bite +23 (4d8+22/19-20 plus grab), tail slap +18 (3d6+6 plus grab)",
            "special_attacks": "capsize, constrict (3d6+18), swallow whole (4d8+18 bludgeoning damage, AC 18, hp 18)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "ability_scores": {
              "str": "34",
              "dex": "14",
              "con": "25",
              "int": "2",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+15",
            "cmb": "+31 (+35 grapple)",
            "cmd": "43 (can't be tripped)",
            "feats": "Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy",
            "skills": "Perception +8, Stealth +13, Swim +20",
            "environment": "any ocean",
            "organization": "solitary",
            "treasure": "none",
            "description": "Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.",
            "special_abilities": [
              {
                "name": "Capsize",
                "type": "Ex",
                "description": "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."
              },
              {
                "name": "Elusive",
                "type": "Su",
                "description": "Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled."
              }
            ],
            "ecology": "Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent's hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship's morale as it does anything else—the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be.\n\nAlthough sea serpents are little more than animals, they possess about them an air of mysticism that even old salts and cynics are forced to admit quickens the heart and buoys (or sinks) the spirit. Reports of sea serpent sightings are just as likely to encourage travel as they are to cause panic among seafarers, as explorers and adventurers flock to the site in hopes of sighting such a legendary creature.\n\nTypical sea serpents are 60 feet in length and weigh 4,500 pounds, but their upward size limit is unknown. Certainly, the sea is a vast and mysterious place more than capable of supporting whales and other such leviathans, and tales of sea serpents that exceed lengths of 300 feet or more are not unheard of. You can generate statistics for a sea serpent of such tremendous size by applying the advanced simple template or the giant simple template to the statistics presented here. Alternatively, you can advance this sea serpent to Colossal size, increasing its Hit Dice to 25 and its CR to 18.",
            "source": "Bestiary"
          },
          {
            "name": "Shadow",
            "creature_type": "Undead",
            "creature_subtype": "incorporeal",
            "cr": "3",
            "xp": "800",
            "alignment": "CE",
            "size": "Medium",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +8",
            "ac": "15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+3",
              "will": "+4"
            },
            "defensive_abilities": "incorporeal, channel resistance +2",
            "immune": "undead traits",
            "speed": "fly 40 ft. (good)",
            "melee": "incorporeal touch +4 (1d6 Strength damage)",
            "special_attacks": "create spawn",
            "ability_scores": {
              "str": "-",
              "dex": "14",
              "con": "-",
              "int": "6",
              "wis": "12",
              "cha": "15"
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "17",
            "feats": "Dodge, Skill Focus (Perception)",
            "skills": "Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light)",
            "racial_modifiers": "+4 Stealth in dim light (-4 in bright light)",
            "environment": "any",
            "organization": "solitary, pair, gang (3-6), or swarm (7-12)",
            "treasure": "standard",
            "description": "Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life.",
            "special_abilities": [
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds."
              },
              {
                "name": "Strength Damage",
                "type": "Su",
                "description": "A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score."
              }
            ],
            "ecology": "The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings.",
            "source": "Bestiary"
          },
          {
            "name": "Shadow, Greater",
            "creature_type": "Undead",
            "creature_subtype": "incorporeal",
            "cr": "8",
            "xp": "4,800",
            "alignment": "CE",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +13",
            "ac": "18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)",
            "hp": "58 (9d8+18)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+8",
              "will": "+7"
            },
            "defensive_abilities": "incorporeal, channel resistance +2",
            "immune": "undead traits",
            "speed": "fly 40 ft. (good)",
            "melee": "incorporeal touch +11 (1d8 Strength)",
            "special_attacks": "create spawn (as per shadow), strength damage",
            "ability_scores": {
              "str": "-",
              "dex": "20",
              "con": "-",
              "int": "6",
              "wis": "12",
              "cha": "15"
            },
            "base_attack": "+6",
            "cmb": "+11",
            "cmd": "24",
            "feats": "Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)",
            "skills": "Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light)",
            "racial_modifiers": "+4 Stealth in dim light (-4 in bright light)",
            "environment": "any",
            "organization": "solitary",
            "treasure": "standard",
            "description": "This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.",
            "special_abilities": [
              {
                "name": "Strength Damage",
                "type": "Su",
                "description": "A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score."
              }
            ],
            "ecology": "Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.",
            "source": "Bestiary"
          },
          {
            "name": "Shambling Mound",
            "creature_type": "Plant",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Large",
            "init": "+0",
            "senses": "darkvision 60 ft., low-light vision; Perception +11",
            "languages": "Common, Sylvan (cannot speak)",
            "ac": "19, touch 9, flat-footed 19 (+10 natural, -1 size)",
            "hp": "67 (9d8+27)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+5",
              "will": "+5"
            },
            "defensive_abilities": "plant traits",
            "special_qualities": "electric fortitude",
            "immune": "electricity",
            "resist": "fire 10",
            "speed": "20 ft., swim 20 ft.",
            "melee": "2 slams +11 (2d6+5 plus grab)",
            "special_attacks": "constrict (2d6+7)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "21",
              "dex": "10",
              "con": "17",
              "int": "7",
              "wis": "10",
              "cha": "9"
            },
            "base_attack": "+6",
            "cmb": "+12 (+16 grapple)",
            "cmd": "22",
            "feats": "Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)",
            "skills": "Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13",
            "racial_modifiers": "+4 Perception, +4 Stealth (+12 in swamps or forests)",
            "environment": "temperate forest or marshes",
            "organization": "solitary",
            "treasure": "standard",
            "description": "A mass of tangled vines and dripping slime rises on two trunk-like legs, reeking of rot and freshly turned earth.",
            "special_abilities": [
              {
                "name": "Electric Fortitude",
                "type": "Ex",
                "description": "Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour."
              }
            ],
            "ecology": "Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler's brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds.\n\nShambling mounds are strange creatures, more akin to animate tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey.\n\nShamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal.\n\nShambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work.",
            "source": "Bestiary"
          },
          {
            "name": "Shark",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "senses": "blindsense 30 ft., keen scent; Perception +8",
            "ac": "14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)",
            "hp": "22 (4d8+4)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "swim 60 ft.",
            "melee": "bite +5 (1d8+4)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "17",
              "dex": "12",
              "con": "13",
              "int": "1",
              "wis": "12",
              "cha": "2"
            },
            "base_attack": "+3",
            "cmb": "+7",
            "cmd": "18",
            "feats": "Great Fortitude, Improved Initiative",
            "skills": "Perception +8, Swim +11",
            "environment": "any ocean",
            "organization": "solitary, pair, school (3-6), or pack (7-13)",
            "treasure": "none",
            "description": "This blue shark's fins slice through the water, its black eyes rolling and its gaping jaws showing countless teeth.",
            "special_abilities": [
              {
                "name": "Keen Scent",
                "type": "Ex",
                "description": "A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile."
              }
            ],
            "variants": [
              {
                "name": "Hammerhead Shark (CR 3)",
                "description": "This shark has a distinctive hammer-shaped head. It is an advanced shark."
              },
              {
                "name": "Tiger Shark (CR 3)",
                "description": "Larger than the average shark, the ravenous tiger shark is a giant shark."
              },
              {
                "name": "Great White Shark (CR 4)",
                "description": "One of the most notorious maneaters of the sea, the truly immense great white shark is an advanced giant shark."
              }
            ],
            "ecology": "The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.\n\nThe shark presented here is a 10-foot-long, 300-pound blue shark. Smaller sharks exist, although these are not dangerous. The same cannot be said of larger sharks, such as the following (you can create stats for these sharks by applying the indicated simple templates).",
            "source": "Bestiary"
          },
          {
            "name": "Shark, Dire",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Gargantuan",
            "init": "+6",
            "senses": "blindsense 30 ft., keen scent; Perception +25",
            "ac": "23, touch 8, flat-footed 21 (+2 Dex, +15 natural, -4 size)",
            "hp": "112 (15d8+45)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+13",
              "will": "+8"
            },
            "speed": "swim 60 ft.",
            "melee": "bite +17 (4d10+15/19-20 plus grab)",
            "special_attacks": "swallow whole (2d6+15 damage, AC 17, 11 hp)",
            "space": "20 ft.",
            "reach": "20 ft.",
            "ability_scores": {
              "str": "30",
              "dex": "15",
              "con": "17",
              "int": "1",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+11",
            "cmb": "+25 (+29 grapple)",
            "cmd": "37",
            "feats": "Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)",
            "skills": "Perception +25, Swim +18",
            "environment": "any ocean",
            "organization": "solitary",
            "treasure": "none",
            "description": "Large as a dragon, this shark's jaws open to reveal a cavernous, tooth-lined gullet capable of swallowing a horse whole.",
            "ecology": "The true nightmare of the sea is the megalodon, a shark that represents the pinnacle of this species' evolution. Horrifying in its immense size and ruinous appetite, the megalodon is certainly the beast behind many legends of enormous fish who swallow ships whole. A megalodon is 60 feet long and weighs 100,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Shocker Lizard",
            "creature_type": "Magical Beast",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Small",
            "init": "+6",
            "senses": "darkvision 60 ft., electricity sense, low-light vision; Perception +8",
            "immune": "electricity",
            "ac": "16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)",
            "hp": "19 (3d10+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "40 ft., climb 20 ft., swim 20 ft.",
            "melee": "bite +4 (1d4)",
            "special_attacks": "shock",
            "ability_scores": {
              "str": "10",
              "dex": "15",
              "con": "13",
              "int": "2",
              "wis": "13",
              "cha": "6"
            },
            "base_attack": "+3",
            "cmb": "+2",
            "cmd": "14 (18 vs. trip)",
            "feats": "Improved Initiative, Skill Focus (Stealth)",
            "skills": "Climb +8, Perception +8, Stealth +17, Swim +8",
            "racial_modifiers": "+2 Perception, +4 Stealth",
            "environment": "warm marshes",
            "organization": "solitary, pair, clutch (3-6), or colony (7-12)",
            "treasure": "incidental",
            "description": "This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.",
            "special_abilities": [
              {
                "name": "Electricity Sense",
                "type": "Ex",
                "description": "Shocker lizards automatically detect any electrical discharges within 100 feet."
              },
              {
                "name": "Shock",
                "type": "Su",
                "description": "Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage."
              }
            ],
            "ecology": "A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard.\n\nA shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature—but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.\n\nA shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer lethal shocks to their foe.\n\nMany have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't themselves immune to electricity.",
            "source": "Bestiary"
          },
          {
            "name": "Shoggoth",
            "creature_type": "Ooze",
            "creature_subtype": "aquatic",
            "cr": "19",
            "xp": "204,800",
            "alignment": "CN",
            "size": "Huge",
            "init": "+11",
            "senses": "all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33",
            "languages": "Aklo",
            "ac": "33, touch 15, flat-footed 26 (+7 Dex, +18 natural, -2 size)",
            "hp": "333 (23d8+230); fast healing 10",
            "saving_throws": {
              "fort": "+19",
              "ref": "+14",
              "will": "+15"
            },
            "immune": "blindness, charm effects, cold, deafness, ooze traits, sonic",
            "resist": "acid 20, electricity 20, fire 20",
            "dr": "10/-",
            "sr": "30",
            "special_qualities": "amphibious",
            "speed": "50 ft., climb 30 ft., swim 50 ft.",
            "melee": "4 slams +30 (3d6+15/19-20 plus grab)",
            "special_attacks": "constrict (3d6+15), maddening cacophony, engulf (4d6+22 bludgeoning damage plus 8d6 acid damage, AC 19, hp 33), trample (4d8+15, DC 36)",
            "space": "15 ft.",
            "reach": "30 ft.",
            "ability_scores": {
              "str": "40",
              "dex": "24",
              "con": "31",
              "int": "5",
              "wis": "22",
              "cha": "13"
            },
            "base_attack": "+17",
            "cmb": "+34 (+39 grapple)",
            "cmd": "51 (cannot be tripped)",
            "feats": "Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Staggering Critical",
            "skills": "Climb +23, Perception +33, Swim +23",
            "racial_modifiers": "+4 Perception",
            "environment": "cold aquatic or underground",
            "organization": "solitary or tide (2-6)",
            "treasure": "standard",
            "description": "This immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A shoggoth's many sense organs grant a +4 racial bonus on Perception and immunity to flanking."
              },
              {
                "name": "Maddening Cacophony",
                "type": "Su",
                "description": "As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth's maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based."
              },
              {
                "name": "Engulf",
                "type": "Ex",
                "description": "To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cut its way out of a shoggoth leaves no hole in the protoplasmic creature's body."
              }
            ],
            "ecology": "Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes.\n\nThe first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.",
            "source": "Bestiary"
          },
          {
            "name": "Skeletal Champion",
            "creature_type": "Undead",
            "cr": "2",
            "xp": "600",
            "alignment": "NE",
            "size": "Medium",
            "init": "+5",
            "senses": "darkvision 60 ft.; Perception +6",
            "ac": "21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +2 natural, +2 shield)",
            "hp": "17 (3 HD; 2d8+1d10+3)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+1",
              "will": "+3"
            },
            "immune": "cold, undead traits",
            "dr": "5/bludgeoning",
            "defensive_abilities": "channel resistance +4",
            "speed": "30 ft.",
            "melee": "mwk longsword +7 (1d8+3/19-20)",
            "level": "warrior 1",
            "ability_scores": {
              "str": "17",
              "dex": "13",
              "con": "-",
              "int": "9",
              "wis": "10",
              "cha": "12"
            },
            "base_attack": "+2",
            "cmb": "+5",
            "cmd": "16",
            "feats": "Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword)",
            "skills": "Intimidate +7, Perception +6, Stealth -1",
            "environment": "any",
            "organization": "solitary, pair, or platoon (3-12)",
            "treasure": "standard (breastplate, heavy steel shield, masterwork longsword, other treasure)",
            "description": "This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.",
            "variants": [
              {
                "name": "Creating a Skeletal Champion (Acquired Template)",
                "description": "\"Skeletal Champion\" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature) and a minimum Intelligence of 3.\n\nChallenge Rating: A skeletal champion's CR is +1 higher than a normal skeleton with the same HD.\n\nType: The creature's type becomes undead. It keeps subtypes save for alignment subtypes and subtypes that indicate kind.\n\nAlignment: Any evil.\n\nArmor Class: Natural armor as per skeleton.\n\nHit Dice: Change all of the creature's racial HD to d8s, then add 2 racial Hit Dice to this total (creatures without racial HD gain 2). HD from class levels are unchanged.\n\nDefensive Abilities: A skeletal champion gains DR 5/bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits.\n\nSpeed: As standard skeleton.\n\nAttacks: As standard skeleton.\n\nAbilities: Str +2, Dex +2. As undead, it has no Constitution score.\n\nBAB: Its BAB for racial HD equals 3/4 of its HD.\n\nSkills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. Skills gained from class levels remain unchanged.\n\nFeats: A skeletal champion gains Improved Initiative as a bonus feat.\n\nSaves: Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2."
              }
            ],
            "ecology": "Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels.",
            "source": "Bestiary"
          },
          {
            "name": "Skum",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "aquatic",
            "cr": "2",
            "xp": "600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +5",
            "languages": "Aboleth, Undercommon",
            "special_qualities": "amphibious",
            "ac": "13, touch 11, flat-footed 12 (+1 Dex, +2 natural)",
            "hp": "20 (2d10+9)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+4",
              "will": "+3"
            },
            "resist": "cold 10",
            "speed": "20 ft., swim 40 ft.",
            "melee": "trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1)",
            "ranged": "trident +3 (1d8+2)",
            "ability_scores": {
              "str": "15",
              "dex": "13",
              "con": "17",
              "int": "10",
              "wis": "10",
              "cha": "6"
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "15",
            "feats": "MultiattackB, Toughness",
            "skills": "Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15",
            "racial_modifiers": "+4 Perception and Stealth underwater",
            "environment": "temperate or cold aquatic or underground",
            "organization": "solitary, brood (2-5), pack (6-12), or cabal (13-95 plus 50% noncombatants, 1 subchief of 3rd level per 20 adults, 1 sorcerer of 4th-6th level per 40 adults, 1 chieftain of 7th-9th level, and 2-6 oozes)",
            "treasure": "NPC gear (trident, other treasure)",
            "description": "This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.",
            "ecology": "Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own.\n\nFor the most part, the skum have been less than successful at this endeavor, and today they exist in a shadow of their previous multitude, most of them dwelling deep underground in slowly crumbling ruins left standing only because their enemies have lost interest in pursuing the now-won war against these fish-like humanoids. Skum have even lost their own name—only the most erudite and wise of their kind remember that they were once known as the ulat-kini. Today, most identify themselves with the racial epithet applied to them by surface-dwellers—\"skum.\"\n\nSkum do not age, and barring death by violence or disease, they can live forever. Unfortunately, this near immortality is crippled by the fact that skum are incapable of reproducing among themselves, for all skum are male. The aboleths did not want their slave race to prosper without their permission. Yet terribly, this does not mean that skum cannot breed. Originally created from human stock, skum can impregnate humans, and the children issued from such unholy unions are invariably deformed. Those who are not born skum undergo gradual transformations throughout their lives, and when they would normally die of old age, such hybrids instead go through \"the change,\" shedding their wrinkled flesh and transforming into one of the ulat-kini. While most skum tribes lack the drive to perpetuate their race and would prefer to languish in their hideous sunken ruins, tribes settling offshore of remotely populated coastlines seem to be on the rise. Some such communities raid villages for breeding stock, but a few more insidious tribes form alliances with these desperate folk, providing protection and bounty from the sea in return for wives.",
            "source": "Bestiary"
          },
          {
            "name": "Slug, Giant",
            "creature_type": "Vermin",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Huge",
            "init": "-4",
            "senses": "blindsight 60 ft.; Perception +0",
            "immune": "acid, mind-affecting effects",
            "weaknesses": "susceptible to salt",
            "ac": "20, touch 4, flat-footed 20 (-4 Dex, +16 natural, -2 size)",
            "hp": "102 (12d8+48)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+0",
              "will": "+4"
            },
            "special_qualities": "malleable",
            "dr": "10/slashing or piercing",
            "speed": "20 ft.",
            "melee": "tongue +15 (2d10+12 plus 2d8 acid)",
            "ranged": "spit acid +3 (10d6 acid)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "2",
              "con": "18",
              "int": "-",
              "wis": "10",
              "cha": "1"
            },
            "base_attack": "+9",
            "cmb": "+19",
            "cmd": "25 (can't be tripped)",
            "environment": "temperate and warm marshes and underground",
            "organization": "solitary",
            "treasure": "none",
            "description": "This massive, gray-brown slug leaves a viscous trail of slime in its wake as a long rasping tongue tastes the air for prey.",
            "special_abilities": [
              {
                "name": "Spit Acid",
                "type": "Ex",
                "description": "A giant slug can spit acid at an opponent within 60 feet (no range increment). With a successful ranged touch attack, the target takes 10d6 points of acid damage (no save)."
              },
              {
                "name": "Malleable",
                "type": "Ex",
                "description": "A giant slug's body is very malleable, allowing it to fit into narrow areas with ease. A giant slug takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size (10 feet wide for most giant slugs). A giant slug can squeeze normally through an area two size categories smaller than its actual size (5 feet wide for most giant slugs)."
              },
              {
                "name": "Susceptible to Salt",
                "type": "Ex",
                "description": "A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use."
              }
            ],
            "ecology": "No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps and other regions that support giant slugs risk losing livestock and even their homes to these enormous beasts. Giant slugs constantly wander in search of food, their preference being fleshy organic material, which they slice into smaller, easily gulped chunks with their rasp-like tongues.\n\nWhat strange influence might have caused the first giant slugs to grow to such monstrous proportions is unknown, but today, giant slugs breed true and birth their oversized offspring after a fleshy, squirming courtship ritual. After mating, a female giant slug lays just over a hundred eggs, each approximately a foot in diameter. The mother slug guards this clutch fiercely and aggressively attacks any creatures that wander too close. Giant slugs inhabiting swamps aboveground mate once a year, and those who live in the area know better than to go into the swamps during this month.\n\nDeep below ground, some subterranean races use giant slugs as mounts or guardians. Creatures like mites, who have a strange empathy with vermin, can be used to keep giant slugs docile, but in most cases, those who would use giant slugs must do so with great care, keeping them well fed until they are needed for battle. Frightened whispers report armies of troglodytes using giant slugs as siege mounts. One particularly disturbing tale mentions a vast underground cavern inhabited by scores of skum and aboleth-controlled aquatic giant slugs with strange, mind-numbing abilities infused into their acidic saliva.",
            "source": "Bestiary"
          },
          {
            "name": "Snake, Constrictor",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "senses": "scent; Perception +12",
            "ac": "15, touch 13, flat-footed 12 (+3 Dex, +2 natural)",
            "hp": "19 (3d8+6)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+6",
              "will": "+2"
            },
            "speed": "20 ft., climb 20 ft., swim 20 ft.",
            "melee": "bite +5 (1d4+4 plus grab)",
            "special_attacks": "constrict (1d4+4)",
            "ability_scores": {
              "str": "17",
              "dex": "17",
              "con": "12",
              "int": "1",
              "wis": "12",
              "cha": "2"
            },
            "base_attack": "+2",
            "cmb": "+5 (+9 grapple)",
            "cmd": "18 (can't be tripped)",
            "feats": "Skill Focus (Perception), Toughness",
            "skills": "Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11",
            "racial_modifiers": "+4 Perception, +4 Stealth, +8 Acrobatics",
            "environment": "warm forests, swamps, and fresh water",
            "organization": "solitary or nest (2-6)",
            "treasure": "none",
            "description": "This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.",
            "ecology": "Be they jungle-dwelling pythons or swamp-dwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them.\n\nThe constrictor snake presented here is a relatively small one. You can create stats for a larger maneater like an anaconda by applying the advanced and giant simple templates, or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10).",
            "source": "Bestiary"
          },
          {
            "name": "Snake, Venomous",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+5",
            "senses": "low-light vision, scent; Perception +9",
            "ac": "14, touch 11, flat-footed 13 (+1 Dex, +3 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+4",
              "will": "+1"
            },
            "speed": "20 ft., climb 20 ft., swim 20 ft.",
            "melee": "bite +2 (1d4-1 plus poison)",
            "ability_scores": {
              "str": "8",
              "dex": "13",
              "con": "14",
              "int": "1",
              "wis": "13",
              "cha": "2"
            },
            "base_attack": "+1",
            "cmb": "+0",
            "cmd": "11 (can't be tripped)",
            "feats": "Improved Initiative, Weapon FinesseB",
            "skills": "Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9",
            "racial_modifiers": "+4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity",
            "environment": "any temperate or warm",
            "organization": "solitary, pair, or nest (3-8)",
            "treasure": "none",
            "description": "This brightly colored snake assumes an aggressive posture, its hissing mouth open to display its fangs.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "Bite—Snake Venom.",
                "affliction": {
                  "name": "Snake Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Constitution",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Countless species of poisonous snakes dwell in the wild, their bites capable of bringing down creatures much larger than themselves. Snakes of the size presented here are thankfully rarer than their smaller kin, but many species of rattlesnake, cobra, and similar reptiles can grow to this size.\n\nVenomous snakes are generally far more aggressive than constrictor snakes, and even larger variants do exist: you can create stats for a king cobra, for example, by applying the advanced and giant simple templates to the stats given above.",
            "source": "Bestiary"
          },
          {
            "name": "Spectre",
            "creature_type": "Undead",
            "creature_subtype": "incorporeal",
            "cr": "7",
            "xp": "3,200",
            "alignment": "LE",
            "size": "Medium",
            "init": "+7",
            "senses": "darkvision 60 ft.; Perception +17",
            "languages": "Common",
            "aura": "unnatural aura (30 ft.)",
            "ac": "15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)",
            "hp": "52 (8d8+16)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+9"
            },
            "defensive_abilities": "incorporeal, channel resistance +2",
            "weaknesses": "resurrection vulnerability, sunlight powerlessness",
            "speed": "fly 80 ft. (perfect)",
            "melee": "incorporeal touch +10 (1d8 plus energy drain)",
            "special_attacks": "create spawn, energy drain (2 levels, DC 16)",
            "ability_scores": {
              "str": "-",
              "dex": "16",
              "con": "-",
              "int": "14",
              "wis": "16",
              "cha": "15"
            },
            "base_attack": "+6",
            "cmb": "+6",
            "cmd": "21",
            "feats": "Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)",
            "skills": "Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11",
            "environment": "any",
            "organization": "solitary, pair, gang (3-6), or swarm (7-12)",
            "description": "This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.",
            "special_abilities": [
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Resurrection Vulnerability",
                "type": "Su",
                "description": "A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component."
              },
              {
                "name": "Sunlight Powerlessness",
                "type": "Ex",
                "description": "Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered."
              },
              {
                "name": "Unnatural Aura",
                "type": "Su",
                "description": "Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre."
              }
            ],
            "ecology": "Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.\n\nA spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.",
            "source": "Bestiary"
          },
          {
            "name": "Sphinx",
            "creature_type": "Magical Beast",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "senses": "darkvision 60 ft., low-light vision; Perception +21",
            "languages": "Common, Draconic, Sphinx",
            "ac": "21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)",
            "hp": "102 (12d10+36)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+9",
              "will": "+10"
            },
            "speed": "40 ft., fly 60 ft. (poor)",
            "melee": "2 claws +17 (2d6+6/19-20)",
            "special_attacks": "pounce, rake (2 claws +17, 2d6+6)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 12th) Constant—comprehend languages, detect magic, read magic, see invisibility; 3/day—clairaudience/clairvoyance; 1/day—dispel magic, locate object, remove curse, legend lore; 1/week—any one of the following (all symbols last for 1 week maximum): symbol of fear (DC 20), symbol of pain (DC 19), symbol of persuasion (DC 20), symbol of sleep (DC 19), symbol of stunning (DC 21)"
              }
            ],
            "ability_scores": {
              "str": "22",
              "dex": "13",
              "con": "16",
              "int": "18",
              "wis": "19",
              "cha": "19"
            },
            "base_attack": "+12",
            "cmb": "+19",
            "cmd": "30 (34 vs. trip)",
            "feats": "Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will",
            "skills": "Bluff +14, Diplomacy +14, Fly +7, Intimidate +14, Knowledge (any two) +6, Perception +21, Sense Motive +19, Spellcraft +12",
            "environment": "warm deserts and hills",
            "organization": "solitary, pair, or cult (3-6)",
            "treasure": "double",
            "description": "This creature has the body of a lion, the wings of a falcon, and the head and torso of a beautiful human woman.",
            "ecology": "Although there are many different species of sphinx, the one certain scholars refer to as the \"gynosphinx\" (a name many sphinxes find insulting) is a wise and majestic creature that is nevertheless terrifying when angered. Less moralistic than their male counterparts (the \"androsphinx\"—a different creature entirely than the sphinx presented here), sphinxes are careful and methodical in their decision-making, and pride themselves on their cold logic and impartiality. They have little patience for the lesser sphinx variants, seeing them as little better than animals. Sphinxes love riddles and complicated dilemmas, and treasure strange facts and arcane trivia far more than gold or gems.\n\nWhile not great scholars in any traditional sense, sphinxes' great appreciation of puzzles leads them to research shallowly in a wide variety of subjects, and they can often be invaluable sources of information, especially when making use of their magical abilities. They are usually happy to barter with other races, and regularly trade material goods for information or new and interesting quandaries. They make excellent guardians for temples, tombs, and other important locations, so long as they are kept adequately entertained. Sphinxes place great value on politeness, but can be dangerously temperamental—while they may decide to share their latest riddles with travelers out of altruism, they think little of devouring those who don't give their dilemmas adequate attention or provide useful insight.\n\nSphinxes are typically 10 feet long and about 800 pounds. While their wings are capable of holding them aloft for long periods of time, they are poor fliers, and prefer to land before engaging foes, lashing out with their powerful claws. Though fiercely territorial, they tend to give intruders plenty of warning before attacking.",
            "source": "Bestiary"
          },
          {
            "name": "Spider, Giant",
            "creature_type": "Vermin",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "senses": "darkvision 60 ft., tremorsense 60 ft.; Perception +4",
            "immune": "mind-affecting effects",
            "ac": "14, touch 13, flat-footed 11 (+3 Dex, +1 natural)",
            "hp": "16 (3d8+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+4",
              "will": "+1"
            },
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +2 (1d6 plus poison)",
            "special_attacks": "web (+5 ranged, DC 12, hp 2)",
            "ability_scores": {
              "str": "11",
              "dex": "17",
              "con": "12",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+2",
            "cmb": "+2",
            "cmd": "15 (27 vs. trip)",
            "skills": "Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)",
            "racial_modifiers": "+4 Perception, +4 Stealth (+8 in webs), +16 Climb",
            "environment": "any",
            "organization": "solitary, pair, or colony (3-8)",
            "treasure": "incidental",
            "description": "A spider the size of a man crawls silently from the depths of its funnel-shaped web.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "Bite:",
                "affliction": {
                  "name": "Giant Spider Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 4 rounds",
                  "effect": "1d2 Strength damage",
                  "save": "Fortitude DC 14",
                  "cure": "1 save"
                }
              }
            ],
            "tables": [
              {
                "name": "Species",
                "headers": [
                  "Species",
                  "CR",
                  "Size",
                  "HD"
                ],
                "rows": [
                  [
                    "Scarlet spider",
                    "1/4",
                    "Tiny",
                    "1d8"
                  ],
                  [
                    "Giant crab spider",
                    "1/2",
                    "Small",
                    "2d8"
                  ],
                  [
                    "Giant black widow",
                    "3",
                    "Large",
                    "5d8"
                  ],
                  [
                    "Ogre spider",
                    "5",
                    "Huge",
                    "7d8"
                  ],
                  [
                    "Giant tarantula",
                    "8",
                    "Gargantuan",
                    "10d8"
                  ],
                  [
                    "Goliath spider",
                    "11",
                    "Colossal",
                    "14d8"
                  ]
                ]
              }
            ],
            "ecology": "The statistics above are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modifier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.\n\nOther species of giant spiders exist, as detailed below.",
            "source": "Bestiary"
          },
          {
            "name": "Squid",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+6",
            "senses": "low-light vision; Perception +7",
            "ac": "13, touch 12, flat-footed 11 (+2 Dex, +1 natural)",
            "hp": "13 (3d8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+7",
              "will": "+2"
            },
            "defensive_abilities": "ink cloud (5-ft. radius)",
            "speed": "swim 60 ft., jet 240 ft.",
            "melee": "bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab)",
            "ability_scores": {
              "str": "15",
              "dex": "15",
              "con": "11",
              "int": "2",
              "wis": "12",
              "cha": "2"
            },
            "base_attack": "+2",
            "cmb": "+4 (+8 grapple)",
            "cmd": "16",
            "feats": "Improved Initiative, Lightning Reflexes, MultiattackB",
            "skills": "Perception +7, Swim +10",
            "environment": "any ocean",
            "organization": "solitary, pair, or school (3-12)",
            "treasure": "none",
            "description": "This slender red squid darts through the water with alacrity. Two large eyes stare from above the creature's tentacles.",
            "special_abilities": [
              {
                "name": "Ink Cloud",
                "type": "Ex",
                "description": "A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute."
              },
              {
                "name": "Jet",
                "type": "Ex",
                "description": "A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting."
              }
            ],
            "ecology": "Squids are aggressive predators that fear little and are more than willing to attack prey larger than themselves.\n\nAs an Animal Companion: Squid — AC +1 natural. Speed swim 60 ft., jet 240 ft. Attack tentacles (1d4 plus grab), bite (1d3). Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2. Special Qualities low-light vision, ink cloud. 4th-Level Advancement: Str +2, Con +2.",
            "source": "Bestiary"
          },
          {
            "name": "Squid, Giant",
            "creature_type": "Animal",
            "creature_subtype": "aquatic",
            "cr": "9",
            "xp": "6,400",
            "alignment": "N",
            "size": "Huge",
            "init": "+7",
            "senses": "low-light vision; Perception +22",
            "ac": "20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)",
            "hp": "102 (12d8+48)",
            "saving_throws": {
              "fort": "+14",
              "ref": "+13",
              "will": "+5"
            },
            "defensive_abilities": "ink cloud (20-ft. radius)",
            "speed": "swim 60 ft., jet 260 ft.",
            "melee": "bite +14 (2d6+7), 2 arms +14 (1d6+7), tentacles +12 (4d6+3/19-20 plus grab)",
            "special_attacks": "constrict (4d6+10)",
            "space": "15 ft.",
            "reach": "15 ft. (30 ft. with arms and tentacles)",
            "ability_scores": {
              "str": "25",
              "dex": "17",
              "con": "19",
              "int": "2",
              "wis": "12",
              "cha": "2"
            },
            "base_attack": "+9",
            "cmb": "+18 (+22 grapple)",
            "cmd": "31",
            "feats": "Combat Reflexes, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, MultiattackB, Skill Focus (Perception)",
            "skills": "Perception +22, Swim +15",
            "environment": "any ocean",
            "organization": "solitary",
            "treasure": "none",
            "description": "Immense in size, this great squid's tentacles writhe and flash with almost nauseating speed. The beast's eyes are as big as shields.",
            "ecology": "The giant squid is a legendary beast capable of feeding on humans with ease. Hunger has been known to drive these normally deep-dwelling creatures up to the ocean surface where anything they encounter is potential prey. A giant squid is 45 feet long and weighs 1,500 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Stirge",
            "creature_type": "Magical Beast",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Tiny",
            "init": "+4",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +1",
            "ac": "16, touch 16, flat-footed 12 (+4 Dex, +2 size)",
            "hp": "5 (1d10)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+6",
              "will": "+1"
            },
            "special_qualities": "diseased",
            "speed": "10 ft., fly 40 ft. (average)",
            "melee": "touch +7 (attach)",
            "special_attacks": "blood drain",
            "space": "2-1/2 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "3",
              "dex": "19",
              "con": "10",
              "int": "1",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+3 (+11 grapple when attached)",
            "cmd": "9 (17 vs. trip)",
            "feats": "Weapon Finesse",
            "skills": "Fly +8, Stealth +16",
            "environment": "temperate and warm swamps",
            "organization": "solitary, colony (2-4), flock (5-8), storm (9-14), or swarm (15-40)",
            "treasure": "none",
            "description": "This insectoid creature has two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.",
            "special_abilities": [
              {
                "name": "Attach",
                "type": "Ex",
                "description": "When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed."
              },
              {
                "name": "Blood Drain",
                "type": "Ex",
                "description": "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."
              },
              {
                "name": "Diseased",
                "type": "Ex",
                "description": "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."
              }
            ],
            "ecology": "Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.\n\nCloser to mammals than insects, stirges carry their bodies through the air on four fleshy wings, searching out warm-blooded prey. They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into unprotected veins. After feeding they flap heavily off into the mud and reeds to lay their eggs and rest until hunger drives them to hunt again.\n\nStirges are usually 1 foot long, with a wingspan of twice that, and weigh just under a pound. Their coloration is rust-red or reddish-brown with a dirty yellow underbelly, though stirges that have not fed in some time are often pale pink, their color deepening as they gorge.",
            "source": "Bestiary"
          },
          {
            "name": "Svirfneblin",
            "creature_type": "Humanoid",
            "creature_subtype": "gnome",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Small",
            "init": "+2",
            "languages": "Gnome, Undercommon",
            "senses": "darkvision 120 ft., low-light vision; Perception +6",
            "ac": "15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size)",
            "hp": "15 (1d10+5)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+6",
              "will": "+2"
            },
            "sr": "12",
            "special_qualities": "stonecunning, track, wild empathy +0",
            "speed": "20 ft. (15 ft. in armor)",
            "melee": "heavy pick +3 (1d4+1/×4)",
            "ranged": "light crossbow +4 (1d6/19-20)",
            "special_attacks": "favored enemy (dwarf +2), +1 to attack vs. dwarven and reptilian humanoids",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 1st) Constant—nondetection; 1/day—blindness/deafness (DC 12), blur, disguise self"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "14",
              "int": "10",
              "wis": "10",
              "cha": "8"
            },
            "base_attack": "+1",
            "level": "ranger 1",
            "cmb": "+1",
            "cmd": "15",
            "feats": "Toughness",
            "skills": "Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering) +4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking)",
            "racial_modifiers": "+2 Craft (alchemy), +2 Perception, +2 Stealth (+4 Stealth underground)",
            "environment": "any underground",
            "organization": "solitary, company (2-4), squad (5-20 plus 1 leader of 3rd-6th level and 2 sergeants of 3rd level), or band (30-50 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 2-5 Medium earth elementals)",
            "treasure": "NPC Gear (heavy pick, light crossbow with 10 bolts, other treasure)",
            "description": "This bald gnome has rocky gray skin and a wiry physique. Its pale eyes are overly large and expressive.",
            "ecology": "Svirfneblin, or \"deep gnomes,\" are a reclusive offshoot of the gnome race. They dwell underground in hidden cities, safe from dark elves and other subterranean races. They have skin the color of gray or brown stone. Males are bald, and females have stringy gray hair. A svirfneblin's ties to the eerie realm of the fey are much stronger than those of their surface-dwelling gnome kin, and this makes them either strangely detached from their emotions or violently random in their outbursts. Svirfneblin have long fought wars against the duergar, and have a difficult time seeing the difference between duergar and other dwarves.\n\nSvirfneblin are defined by their class levels—they do not possess racial Hit Dice. A svirfneblin's CR is equal to his class level.\n\nRacial Traits: -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma: Svirfneblin are fast and observant, but relatively weak and emotionally distant. Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class. Senses: Svirfneblin have darkvision 120 ft. and low-light vision. Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws. Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks. Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes. Stonecunning: Svirfneblin gain stonecunning as a dwarf (Pathfinder RPG Core Rulebook 21). Spell Resistance: Svirfneblin have SR equal to 11 + class levels. Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the spell-like abilities listed above; caster level equals the svirfneblin's class levels. Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Int scores can choose from the following bonus languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Army Ant",
            "creature_type": "Vermin",
            "creature_subtype": "swarm",
            "cr": "5",
            "xp": "1,600",
            "alignment": "N",
            "size": "Fine",
            "init": "+2",
            "senses": "darkvision 60 ft., scent; Perception +4",
            "immune": "weapon damage",
            "ac": "20, touch 20, flat-footed 18 (+8 size, +2 Dex)",
            "hp": "49 (11d8)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+5",
              "will": "+3"
            },
            "defensive_abilities": "swarm traits",
            "speed": "30 ft., climb 30 ft.",
            "melee": "swarm (3d6)",
            "special_attacks": "cling, consume, distraction (DC 15)",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "15",
              "con": "10",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+8",
            "cmb": "-",
            "cmd": "—",
            "skills": "Climb +10, Perception +4",
            "racial_modifiers": "+4 Perception",
            "environment": "any tropical",
            "organization": "solitary, pair, patrol (3-6 swarms), or legion (7-16 swarms)",
            "treasure": "none",
            "description": "A writhing carpet of ants seethes over the ground, consuming everything in its path.",
            "special_abilities": [
              {
                "name": "Cling",
                "type": "Ex",
                "description": "If a creature leaves an army ant swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with army ants clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based."
              },
              {
                "name": "Consume",
                "type": "Ex",
                "description": "An army ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an army ant swarm attack deals 6d6 points of damage."
              }
            ],
            "ecology": "The notoriety of the army ant swarm is well earned. Constantly on the march, a hive of army ants is capable of eating anything that gets in the way of its unabating swath of destruction and ruin.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Bat",
            "creature_type": "Animal",
            "creature_subtype": "swarm",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+2",
            "senses": "blindsense 20 ft., low-light vision; Perception +15",
            "immune": "weapon damage",
            "special_qualities": "swarm traits",
            "ac": "16, touch 16, flat-footed 14 (+2 Dex, +4 size)",
            "hp": "13 (3d8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+7",
              "will": "+3"
            },
            "defensive_abilities": "swarm traits",
            "speed": "5 ft., fly 40 ft. (good)",
            "melee": "swarm (1d6)",
            "special_attacks": "distraction (DC 11), wounding",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "3",
              "dex": "15",
              "con": "11",
              "int": "2",
              "wis": "14",
              "cha": "4"
            },
            "base_attack": "+2",
            "cmb": "-",
            "cmd": "—",
            "feats": "Lightning Reflexes, Skill Focus (Perception)",
            "skills": "Fly +12, Perception +15",
            "racial_modifiers": "+4 Perception when using blindsense",
            "environment": "any temperate or tropical",
            "organization": "solitary, pair, flight (3-6 swarms), or colony (11-20 swarms)",
            "treasure": "none",
            "description": "Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.",
            "special_abilities": [
              {
                "name": "Wounding",
                "type": "Ex",
                "description": "Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic."
              }
            ],
            "ecology": "Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Centipede",
            "creature_type": "Vermin",
            "creature_subtype": "swarm",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+4",
            "senses": "darkvision 60 ft., tremorsense 30 ft.; Perception +4",
            "immune": "weapon damage",
            "ac": "18, touch 18, flat-footed 14 (+4 Dex, +4 size)",
            "hp": "31 (9d8-9)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+7",
              "will": "+3"
            },
            "defensive_abilities": "swarm traits",
            "speed": "30 ft., climb 30 ft.",
            "melee": "swarm (2d6 plus poison)",
            "special_attacks": "distraction (DC 13), poison",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "19",
              "con": "8",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+6",
            "cmb": "-",
            "cmd": "—",
            "feats": "Weapon FinesseB",
            "skills": "Climb +12, Perception +4",
            "racial_modifiers": "+4 Perception",
            "environment": "temperate or warm forest or underground",
            "organization": "solitary, pair, or tangle (3-6 swarms)",
            "treasure": "none",
            "description": "A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based and includes a +2 racial bonus. Bite:",
                "affliction": {
                  "name": "Centipede Swarm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d4 Dexterity damage",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Crab",
            "creature_type": "Vermin",
            "creature_subtype": "aquatic, swarm",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+2",
            "senses": "darkvision 60 ft.; Perception +0",
            "immune": "mind-affecting effects, swarm traits, weapon damage",
            "ac": "18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)",
            "hp": "38 (7d8+7)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+4",
              "will": "+2"
            },
            "speed": "30 ft., swim 20 ft.",
            "melee": "swarm (2d6)",
            "special_attacks": "distraction (DC 14)",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "14",
              "con": "13",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+5",
            "cmb": "-",
            "cmd": "—",
            "skills": "Swim +10",
            "racial_modifiers": "uses Dex to modify Swim",
            "environment": "any aquatic",
            "organization": "solitary, pair, or wave (3-8 swarms)",
            "treasure": "none",
            "description": "A writhing mass of clacking shells and snapping pincers rushes from the surf, their spider-like legs twitching across the sand.",
            "ecology": "Crab swarms contain over a thousand normal-sized crabs that rush over their victims, plucking flesh with thousands of pinching claws. Some fishermen claim tides and phases of the moon cause these creatures to swarm as they do.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Leech",
            "creature_type": "Vermin",
            "creature_subtype": "aquatic, swarm",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+4",
            "senses": "blindsight 30 ft.; Perception +0",
            "immune": "mind-affecting effects, swarm traits, weapon damage",
            "weaknesses": "susceptible to salt (see giant leech)",
            "ac": "18, touch 18, flat-footed 14 (+4 Dex, +4 size)",
            "hp": "39 (6d8+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+2"
            },
            "speed": "5 ft., swim 30 ft.",
            "melee": "swarm (2d6 plus poison)",
            "special_attacks": "blood drain, distraction (DC 15)",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "18",
              "con": "15",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+4",
            "cmb": "-",
            "cmd": "—",
            "skills": "Stealth +16 (+24 in swamps), Swim +12",
            "racial_modifiers": "+8 Stealth in swamps, uses Dexterity to modify Swim checks",
            "environment": "temperate or warm marshes",
            "organization": "solitary, pair, or infestation (3-6 swarms)",
            "treasure": "none",
            "description": "A mass of wriggling black creatures each the size of a man's finger stirs the stagnant water before enveloping its victim.",
            "special_abilities": [
              {
                "name": "Blood Drain",
                "type": "Ex",
                "description": "Any living creature that begins its turn with a leech swarm in its space is drained of its blood and takes 1d3 points of Str and Con damage."
              },
              {
                "name": "Poison",
                "type": "Ex",
                "description": "Swarm:",
                "affliction": {
                  "name": "Leech Swarm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 2 rounds",
                  "effect": "1d4 Dexterity drain",
                  "save": "Fortitude DC 15",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "This horrifying cloud of ravenous, blood-draining parasites eschews the stealth of a lone leech's methods in favor of swift and merciless feeding.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Rat",
            "creature_type": "Animal",
            "creature_subtype": "swarm",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Tiny",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +8",
            "defensive_abilities": "swarm traits",
            "ac": "14, touch 14, flat-footed 12 (+2 Dex, +2 size)",
            "hp": "16 (3d8+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "15 ft., climb 15 ft., swim 15 ft.",
            "melee": "swarm (1d6 plus disease)",
            "special_attacks": "disease, distraction (DC 12)",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "2",
              "dex": "15",
              "con": "13",
              "int": "2",
              "wis": "13",
              "cha": "2"
            },
            "base_attack": "+2",
            "cmb": "-",
            "cmd": "—",
            "feats": "Improved Initiative, Skill Focus (Perception)",
            "skills": "Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10",
            "racial_modifiers": "uses Dex to modify Climb and Swim",
            "environment": "any",
            "organization": "solitary, pack (2-5 swarms), or infestation (6-12 swarms)",
            "treasure": "none",
            "description": "A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.",
            "special_abilities": [
              {
                "name": "Disease",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Swarm:",
                "affliction": {
                  "name": "Filth Fever, Rat Swarm",
                  "type": "disease",
                  "contracted": "injury",
                  "onset": "1d3 days",
                  "frequency": "1/day",
                  "effect": "1d3 Dexterity damage and 1d3 Constitution damage",
                  "save": "Fortitude DC 12",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements.\n\nRat swarms surround and attack any warm-blooded prey in their path.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Spider",
            "creature_type": "Vermin",
            "creature_subtype": "swarm",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+3",
            "senses": "darkvision 60 ft., tremorsense 30 ft.; Perception +4",
            "immune": "mind-affecting effects, weapon damage",
            "defensive_abilities": "swarm traits",
            "ac": "17, touch 17, flat-footed 14 (+3 Dex, +4 size)",
            "hp": "9 (2d8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+3",
              "will": "+0"
            },
            "speed": "20 ft., climb 20 ft.",
            "melee": "swarm (1d6 plus poison and distraction)",
            "special_attacks": "distraction (DC 11)",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "17",
              "con": "10",
              "int": "-",
              "wis": "10",
              "cha": "2"
            },
            "base_attack": "+1",
            "cmb": "-",
            "cmd": "—",
            "skills": "Climb +11, Perception +4",
            "racial_modifiers": "+4 Perception; uses Dexterity for Climb checks",
            "environment": "any",
            "organization": "solitary, pair, tangle (3-6 swarms) or colony (11-20 swarms)",
            "treasure": "none",
            "description": "An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Swarm:",
                "affliction": {
                  "name": "Spider Swarm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 2 rounds",
                  "effect": "1d2 Strength",
                  "save": "Fortitude DC 11",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.",
            "source": "Bestiary"
          },
          {
            "name": "Swarm, Wasp",
            "creature_type": "Vermin",
            "creature_subtype": "swarm",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Diminutive",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +9",
            "immune": "weapon damage",
            "defensive_abilities": "swarm traits",
            "special_qualities": "swarm traits, vermin traits",
            "ac": "15, touch 15, flat-footed 14 (+1 Dex, +4 size)",
            "hp": "31 (7d8)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+3",
              "will": "+3"
            },
            "speed": "5 ft., fly 40 ft. (good)",
            "melee": "swarm (2d6 plus poison)",
            "special_attacks": "distraction (DC 13), poison",
            "space": "10 ft.",
            "reach": "0 ft.",
            "ability_scores": {
              "str": "1",
              "dex": "13",
              "con": "10",
              "int": "-",
              "wis": "12",
              "cha": "9"
            },
            "base_attack": "+5",
            "cmb": "-",
            "cmd": "—",
            "skills": "Fly +11, Perception +9",
            "racial_modifiers": "+8 Perception",
            "environment": "temperate forests",
            "organization": "solitary, pair, fury (3-6 swarms), maelstrom (7-12 swarms)",
            "treasure": "none",
            "description": "A low, ominous buzz announces the arrival of a mass of many thousands of angry, stinging wasps.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Swarm:",
                "affliction": {
                  "name": "Wasp Swarm Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 4 rounds",
                  "effect": "1 Dexterity damage",
                  "save": "Fortitude DC 13",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "A wasp swarm is a flying mass of thousands of carnivorous wasps. In such large numbers, they become voracious hunters, capable of taking down large creatures with their venom-filled stings. While a wasp swarm is capable of inflicting hundreds of stings, its true danger arises from its insatiable appetite for meat.\n\nWasp swarms surround and attack any living prey in their paths, and are swift to seek out new prey once their anger is aroused. An enraged wasp swarm often loses track of its hive or the original source of its anger, and presented with a constant series of new targets to swarm and sting, a swarm can continue its rampage nonstop until it is destroyed or dispersed.",
            "source": "Bestiary"
          },
          {
            "name": "Tarrasque",
            "creature_type": "Magical Beast",
            "cr": "25",
            "xp": "1,638,400",
            "alignment": "N",
            "size": "Colossal",
            "init": "+7",
            "senses": "low-light vision, scent; Perception +43",
            "languages": "Aklo (cannot speak)",
            "aura": "frightful presence (300 ft., DC 27)",
            "ac": "40, touch 5, flat-footed 37 (+3 Dex, +35 natural, -8 size)",
            "hp": "525 (30d10+360); regeneration 40",
            "saving_throws": {
              "fort": "+31",
              "ref": "+22",
              "will": "+12"
            },
            "special_qualities": "carapace, powerful leaper",
            "dr": "15/epic",
            "immune": "ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph",
            "sr": "36",
            "speed": "40 ft.",
            "melee": "bite +37 (4d8+15/15-20/×3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)",
            "ranged": "6 spines +25 (2d10+15/×3)",
            "special_attacks": "rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52)",
            "space": "30 ft.",
            "reach": "30 ft. (60 ft. with tail slap)",
            "ability_scores": {
              "str": "41",
              "dex": "16",
              "con": "34",
              "int": "3",
              "wis": "15",
              "cha": "14"
            },
            "base_attack": "+30",
            "cmb": "+53 (+57 grapple)",
            "cmd": "66",
            "feats": "Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Staggering Critical",
            "skills": "Acrobatics +3 (+43 when jumping), Perception +43",
            "racial_modifiers": "+8 Perception",
            "environment": "any",
            "organization": "solitary",
            "treasure": "none",
            "description": "This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.",
            "special_abilities": [
              {
                "name": "Carapace",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Powerful Leaper",
                "type": "Ex",
                "description": "The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump."
              },
              {
                "name": "Regeneration",
                "type": "Ex",
                "description": "No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered."
              },
              {
                "name": "Rush",
                "type": "Ex",
                "description": "Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87."
              },
              {
                "name": "Spines",
                "type": "Ex",
                "description": "The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft."
              }
            ],
            "ecology": "The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.\n\nAlthough far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.",
            "source": "Bestiary"
          },
          {
            "name": "Tengu",
            "creature_type": "Humanoid",
            "creature_subtype": "tengu",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Medium",
            "init": "+3",
            "languages": "Common, Goblin, Halfling, Tengu",
            "senses": "low-light vision; Perception +8",
            "ac": "15, touch 13, flat-footed 12 (+2 armor, +3 Dex)",
            "hp": "9 (1d8+1)",
            "saving_throws": {
              "fort": "+1",
              "ref": "+5",
              "will": "+2"
            },
            "special_qualities": "gifted linguist, swordtrained, trapfinding",
            "speed": "30 ft.",
            "melee": "dagger +3 (1d4+1/19-20), bite -2 (1d3)",
            "ranged": "short bow +3 (1d6/×3)",
            "special_attacks": "sneak attack +1d6",
            "ability_scores": {
              "str": "12",
              "dex": "17",
              "con": "12",
              "int": "10",
              "wis": "15",
              "cha": "8"
            },
            "base_attack": "+0",
            "level": "rogue 1",
            "cmb": "+1",
            "cmd": "14",
            "feats": "Weapon Finesse",
            "skills": "Acrobatics +7, Appraise +4, Bluff +3, Climb +5, Knowledge (local) +4, Linguistics +8, Perception +8, Stealth +9",
            "racial_modifiers": "+2 Perception, +2 Stealth, +4 Linguistics",
            "environment": "temperate mountains or urban",
            "organization": "solitary, pair, or conspiracy (3-12)",
            "treasure": "NPC gear (leather armor, dagger, short bow and 20 arrows, other treasure)",
            "description": "Black feathers cover this crow-headed humanoid, and its hands and legs end in powerful talons.",
            "special_abilities": [
              {
                "name": "Gifted Linguist",
                "type": "Ex",
                "description": "Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language."
              },
              {
                "name": "Swordtrained",
                "type": "Ex",
                "description": "Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords)."
              }
            ],
            "ecology": "Tengus are a race of avian humanoids that resemble crows or ravens, and often bear much of the same stigma. Though they frequently choose to live among other races in densely populated cities, their society is tight and closed, and they rarely allow others to see its inner workings. Tengus often band together in small groups to create roosts in vacant warehouses or condemned buildings, and these raucous gathering places are generally assumed to be thieves' guilds by outsiders—an assumption that's correct roughly half the time.\n\nLike the crows they share physical traits with, tengus are naturally covetous, especially of shiny or colorful items, and prone to bouts of good-natured kleptomania if they don't carefully keep themselves in check. Vain and prideful creatures, they are easily persuaded with flattery.\n\nTengus are defined by their class levels—they do not possess racial Hit Dice. A tengu's CR is equal to his class level.\n\nRacial Traits: +2 Dexterity, -2 Constitution, +2 Wisdom: Tengus are fast and observant, but relatively fragile and delicate. Senses: Tengus have low-light vision. Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth. Gifted Linguist and Swordtrained (see Special Abilities above). Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon. Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language.",
            "source": "Bestiary"
          },
          {
            "name": "Tiefling",
            "creature_type": "Outsider",
            "creature_subtype": "native",
            "cr": "1/2",
            "xp": "200",
            "alignment": "NE",
            "size": "Medium",
            "init": "+3",
            "languages": "Abyssal, Common, Infernal",
            "senses": "darkvision 60 ft.; Perception +5",
            "resist": "cold 5, electricity 5, fire 5",
            "ac": "16, touch 13, flat-footed 13 (+3 armor, +3 Dex)",
            "hp": "10 (1d8+2)",
            "saving_throws": {
              "fort": "+2",
              "ref": "+5",
              "will": "+1"
            },
            "special_qualities": "fiendish sorcery, trapfinding",
            "speed": "30 ft.",
            "melee": "short sword +3 (1d6+1/19-20)",
            "ranged": "light crossbow +3 (1d8/19-20)",
            "special_attacks": "sneak attack +1d6",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 1st); 1/day—darkness"
              }
            ],
            "ability_scores": {
              "str": "13",
              "dex": "17",
              "con": "14",
              "int": "12",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+0",
            "level": "rogue 1",
            "cmb": "+1",
            "cmd": "14",
            "feats": "Weapon Finesse",
            "skills": "Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist +6, Intimidate +2, Perception +5, Sense Motive +5, Sleight of Hand +6, Stealth +8",
            "racial_modifiers": "+2 Bluff, +2 Stealth",
            "environment": "any land",
            "organization": "solitary, pair, or gang (3-5)",
            "treasure": "NPC gear (studded leather armor, short sword, light crossbow with 20 bolts)",
            "description": "This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.",
            "special_abilities": [
              {
                "name": "Fiendish Sorcery",
                "type": "Ex",
                "description": "Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities."
              }
            ],
            "ecology": "Tieflings are humans with demonic, devilish, or other evil outsider blood in their ancestry. Often persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for them to find, especially as most suffer at the hands of \"normal\" folks while growing up. Tieflings look mostly human except for some physical traits that reveal their strange heritage.\n\nTieflings are defined by their class levels—they do not possess racial HD.\n\nRacial Traits: +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quick in body and mind, but are inherently strange. Darkvision: Tieflings see in the dark up to 60 feet. Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Fiendish Sorcery (see Special Abilities above). Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.",
            "source": "Bestiary"
          },
          {
            "name": "Tiger",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)",
            "hp": "45 (6d8+18)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+7",
              "will": "+3"
            },
            "speed": "40 ft.",
            "melee": "2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)",
            "special_attacks": "pounce, rake (2 claws +10, 1d8+6)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "23",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+4",
            "cmb": "+11 (+15 grapple)",
            "cmd": "23 (27 vs. trip)",
            "feats": "Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)",
            "skills": "Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11",
            "racial_modifiers": "+4 Acrobatics, +4 Stealth (+8 in tall grass)",
            "environment": "any forests",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes.",
            "ecology": "Tigers stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.\n\nTigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a tiger has developed a taste for humanoid flesh. Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds.\n\nWhile the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region's top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature's mouth is shut.\n\nThese immense hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Tiger, Dire",
            "creature_type": "Animal",
            "cr": "8",
            "xp": "4,800",
            "alignment": "N",
            "size": "Large",
            "init": "+6",
            "senses": "low-light vision, scent; Perception +12",
            "ac": "17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)",
            "hp": "105 (14d8+42)",
            "saving_throws": {
              "fort": "+12",
              "ref": "+11",
              "will": "+5"
            },
            "speed": "40 ft.",
            "melee": "2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19-20 plus grab)",
            "special_attacks": "pounce, rake (2 claws +18, 2d4+8)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "27",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+10",
            "cmb": "+19 (+23 grapple)",
            "cmd": "31 (35 vs. trip)",
            "feats": "Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)",
            "skills": "Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13",
            "racial_modifiers": "+4 Acrobatics, +4 Stealth (+8 in tall grass)",
            "environment": "any forests, plains, and swamps",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This large tiger grumbles a warning as it crouches. Two saber-like fangs jut downward from its powerful jaws.",
            "source": "Bestiary"
          },
          {
            "name": "Treant",
            "creature_type": "Plant",
            "cr": "8",
            "xp": "4,800",
            "alignment": "NG",
            "size": "Huge",
            "init": "-1",
            "languages": "Common, Sylvan, Treant",
            "senses": "low-light vision; Perception +12",
            "immune": "plant traits",
            "ac": "21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)",
            "hp": "114 (12d8+60)",
            "saving_throws": {
              "fort": "+13",
              "ref": "+3",
              "will": "+9"
            },
            "special_qualities": "animate trees, double damage against objects, treespeech",
            "dr": "10/slashing",
            "weaknesses": "vulnerability to fire",
            "speed": "30 ft.",
            "melee": "2 slams +17 (2d6+9/19-20)",
            "ranged": "rock +7 (2d6+13)",
            "special_attacks": "rock throwing (180 ft.), trample (2d6+13, DC 25)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "ability_scores": {
              "str": "29",
              "dex": "8",
              "con": "21",
              "int": "12",
              "wis": "16",
              "cha": "13"
            },
            "base_attack": "+9",
            "cmb": "+20",
            "cmd": "29",
            "feats": "Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)",
            "skills": "Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth -9 (+7 in forests)",
            "racial_modifiers": "+16 Stealth in forests",
            "environment": "any forest",
            "organization": "solitary or grove (2-7)",
            "treasure": "standard",
            "description": "This animated tree's bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.",
            "special_abilities": [
              {
                "name": "Animate Trees",
                "type": "Sp",
                "description": "A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state."
              },
              {
                "name": "Double Damage Against Objects",
                "type": "Ex",
                "description": "A treant or animated tree that makes a full attack against an object or structure deals double damage."
              },
              {
                "name": "Treespeech",
                "type": "Ex",
                "description": "A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful."
              }
            ],
            "ecology": "Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying when forced to fight in defense of their flock. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clearcut a section of forest in order to build a fort or establish a town, the treants' wrath is swift and devastating. They are particularly gifted at tearing down what others build—a trait that serves angry treants well.\n\nTreants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest, but they occasionally come together in small groups called groves to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting called a moot, but such events are exceedingly rare, and millennia may go by between them.\n\nThe typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.",
            "source": "Bestiary"
          },
          {
            "name": "Troglodyte",
            "creature_type": "Humanoid",
            "creature_subtype": "reptilian",
            "cr": "1",
            "xp": "400",
            "alignment": "CE",
            "size": "Medium",
            "init": "-1",
            "languages": "Draconic",
            "senses": "darkvision 90 ft.; Perception +0",
            "aura": "stench (30 ft., DC 13, 10 rounds)",
            "ac": "15, touch 9, flat-footed 15 (-1 Dex, +6 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+7",
              "ref": "-1",
              "will": "+0"
            },
            "speed": "30 ft.",
            "melee": "club +2 (1d6+1), claw -3 (1d4), bite -3 (1d4) or 2 claws +2 (1d4+1), bite +2 (1d4+1)",
            "ranged": "javelin +0 (1d6)",
            "ability_scores": {
              "str": "12",
              "dex": "9",
              "con": "14",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "11",
            "feats": "Great Fortitude",
            "skills": "Stealth +5 (+9 in rocky areas)",
            "racial_modifiers": "+4 Stealth (+8 in rocky areas)",
            "environment": "any underground",
            "organization": "solitary, pair, clutch (3-6), squad (7-12 plus 1 cleric or druid of 3rd level and 1-2 monitor lizards), or band (20-80 plus 20% noncombatants, 1 chieftain of 3rd-6th level, 1-3 clerics or druids of 3rd-6th level, and 3-13 monitor lizards)",
            "treasure": "NPC gear (club, 3 javelins, other treasure)",
            "description": "This humanoid's scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.",
            "ecology": "The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race's fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.\n\nThe troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races—while those races hid in caves and worshiped fire, the troglodytes raised vast cities of stone ziggurats and twisting canals, kept other races as slaves, and worshiped ancient and inhuman gods and demons. Yet as the other races evolved and grew increasingly civilized, they outstripped their onetime troglodyte oppressors. Today, the roles have changed—now it is the troglodyte that hides in caves and lives the life of a feral savage.\n\nReligion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. A troglodyte chieftain is not always a cleric or druid, but those who do not have divine power are usually mere mouthpieces and puppet lords that answer to the beck and call of the local seer or shaman. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer. Troglodyte druids are usually neutral evil if they dwell with their own kind (and are universally feared and respected for the eerie command they have over beasts).\n\nA typical troglodyte stands about 5 feet tall and weighs 150 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Troll",
            "creature_type": "Humanoid",
            "creature_subtype": "giant",
            "cr": "5",
            "xp": "1,600",
            "alignment": "CE",
            "size": "Large",
            "init": "+2",
            "languages": "Giant",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +8",
            "ac": "16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)",
            "hp": "63 (6d8+36); regeneration 5 (acid or fire)",
            "saving_throws": {
              "fort": "+11",
              "ref": "+4",
              "will": "+3"
            },
            "speed": "30 ft.",
            "melee": "bite +8 (1d8+5), 2 claws +8 (1d6+5)",
            "special_attacks": "rend (2 claws, 1d6+7)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "21",
              "dex": "14",
              "con": "23",
              "int": "6",
              "wis": "9",
              "cha": "6"
            },
            "base_attack": "+4",
            "cmb": "+10",
            "cmd": "22",
            "feats": "Intimidating Prowess, Iron Will, Skill Focus (Perception)",
            "skills": "Intimidate +9, Perception +8",
            "environment": "cold mountains",
            "organization": "solitary or gang (2-4)",
            "treasure": "standard",
            "description": "This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.",
            "variants": [
              {
                "name": "Scrags",
                "description": "Dwelling in both fresh and salt water, these cousins of the troll have the aquatic subtype and the amphibious special quality. Scrags have a base land speed of 20 feet and a swim speed of 40 feet. A scrag's regeneration ability only works if it is in contact with water. Scrags dwell in any body of water in any climate, though they are most common in cold northern rivers and lakes, and are less bestial in appearance than their terrestrial cousins, though no less violent."
              }
            ],
            "ecology": "Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong—combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds.\n\nA troll's appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll's advance. Those who commonly battle with trolls know to locate and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough time. Fortunately, only the largest part of a troll regrows in this way.\n\nDespite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others' weaknesses and will use such knowledge to kill their own kind if food is scarce.",
            "source": "Bestiary"
          },
          {
            "name": "Unicorn",
            "creature_type": "Magical Beast",
            "cr": "3",
            "xp": "800",
            "alignment": "CG",
            "size": "Large",
            "init": "+3",
            "languages": "Common, Sylvan",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +10",
            "aura": "magic circle against evil",
            "immune": "charm, compulsion, poison",
            "ac": "15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size; +2 deflection vs. evil)",
            "hp": "34 (4d10+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+7",
              "will": "+6; +2 resistance vs. evil"
            },
            "special_qualities": "magical strike, wild empathy +17",
            "speed": "60 ft.",
            "melee": "gore +8 (1d8+4), 2 hooves +5 (1d3+2)",
            "special_attacks": "powerful charge (gore, 2d8+8)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "spellcasting": [
              {
                "type": "Spell-Like Abilities",
                "text": "(CL 9th) At will—detect evil (as free action), light; 3/day—cure light wounds; 1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)"
              }
            ],
            "ability_scores": {
              "str": "18",
              "dex": "17",
              "con": "16",
              "int": "11",
              "wis": "21",
              "cha": "24"
            },
            "base_attack": "+4",
            "cmb": "+9",
            "cmd": "22 (26 vs. trip)",
            "feats": "Multiattack, Weapon Focus (horn)",
            "skills": "Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests)",
            "racial_modifiers": "+3 Survival in forests, +4 Stealth",
            "environment": "temperate forests",
            "organization": "solitary, mated pair, or blessing (3-6)",
            "treasure": "none",
            "description": "This magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow.",
            "special_abilities": [
              {
                "name": "Magic Circle against Evil",
                "type": "Su",
                "description": "This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability."
              },
              {
                "name": "Magical Strike",
                "type": "Ex",
                "description": "A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction."
              },
              {
                "name": "Wild Empathy",
                "type": "Su",
                "description": "This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks."
              }
            ],
            "ecology": "Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands' native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds.\n\nUnicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else—such as a lover or child—giving rise to the myth that unicorns only befriend virgins.\n\nA unicorn's horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites, and a single powdered unicorn horn counts as 1,600 gp when used as a component for crafting healing magic.",
            "source": "Bestiary"
          },
          {
            "name": "Vampire",
            "creature_type": "Undead",
            "creature_subtype": "augmented humanoid",
            "cr": "9",
            "xp": "6,400",
            "alignment": "CE",
            "size": "Medium",
            "init": "+8",
            "languages": "Abyssal, Common, Draconic",
            "senses": "darkvision 60 ft.; Perception +13",
            "immune": "undead traits",
            "resist": "cold 10, electricity 10",
            "weaknesses": "vampire weaknesses",
            "defensive_abilities": "channel resistance +4",
            "ac": "23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)",
            "hp": "102 (8d6+72); fast healing 5",
            "saving_throws": {
              "fort": "+13",
              "ref": "+11",
              "will": "+12"
            },
            "special_qualities": "change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb",
            "dr": "10/magic and silver",
            "speed": "30 ft.",
            "melee": "slam +8 (1d4+4 plus energy drain)",
            "special_attacks": "blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)",
            "spellcasting": [
              {
                "type": "Sorcerer Spells Known",
                "text": "(CL 8th, +8 ranged touch) 4th (5/day)—greater invisibility; 3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch; 2nd (8/day)—false life, invisibility, scorching ray, web (DC 20); 1st (8/day)—burning hands (DC 19), chill touch (DC 19), disguise self, expeditious retreat, mage armor, magic missile; 0—acid splash, detect magic, light, mage hand, mending, message, open/close, read magic; Bloodline undead"
              },
              {
                "type": "Bloodline Spell-Like Ability",
                "text": "(CL 8th, +7 touch); 11/day—grave touch"
              }
            ],
            "ability_scores": {
              "str": "16",
              "dex": "18",
              "con": "-",
              "int": "14",
              "wis": "16",
              "cha": "26"
            },
            "base_attack": "+4",
            "level": "sorcerer 8",
            "cmb": "+7",
            "cmd": "24",
            "feats": "AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, Lightning ReflexesB, Silent Spell, Still Spell, ToughnessB, Weapon Finesse",
            "skills": "Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19",
            "racial_modifiers": "+8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth",
            "environment": "any",
            "organization": "solitary or family (vampire plus 2-8 spawn)",
            "treasure": "NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)",
            "description": "This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.",
            "special_abilities": [
              {
                "name": "Blood Drain",
                "type": "Su",
                "description": "A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood."
              },
              {
                "name": "Children of the Night",
                "type": "Su",
                "description": "Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour."
              },
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again."
              },
              {
                "name": "Dominate",
                "type": "Su",
                "description": "A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power."
              },
              {
                "name": "Energy Drain",
                "type": "Su",
                "description": "A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes."
              },
              {
                "name": "Change Shape",
                "type": "Su",
                "description": "A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II."
              },
              {
                "name": "Gaseous Form",
                "type": "Su",
                "description": "As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability."
              },
              {
                "name": "Shadowless",
                "type": "Ex",
                "description": "A vampire casts no shadows and shows no reflection in a mirror."
              },
              {
                "name": "Spider Climb",
                "type": "Ex",
                "description": "A vampire can climb sheer surfaces as though under the effects of a spider climb spell."
              }
            ],
            "variants": [
              {
                "name": "Creating a Vampire (Acquired Template)",
                "description": "\"Vampire\" is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.\n\nChallenge Rating: Same as the base creature + 2.\n\nAlignment: Any evil.\n\nType: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.\n\nSenses: A vampire gains darkvision 60 ft.\n\nArmor Class: Natural armor improves by +6.\n\nHit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).\n\nDefensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\n\nWeaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.\n\nSpeed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.\n\nMelee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\n\nSpecial Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted. Blood Drain, Children of the Night (Su), Create Spawn (Su), Dominate (Su), and Energy Drain (Su) as described above.\n\nSpecial Qualities: A vampire gains Change Shape, Gaseous Form (Su), Shadowless (Ex), and Spider Climb (Ex) as described above.\n\nAbility Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.\n\nSkills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.\n\nFeats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats."
              },
              {
                "name": "Vampire Spawn",
                "description": "A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes: it gains the blood drain and dominate vampire special attacks; it gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb); it does not gain the Create Spawn ability; a vampire spawn gains all of the standard vampire weaknesses; a vampire spawn is CR 4."
              }
            ],
            "ecology": "Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.",
            "source": "Bestiary"
          },
          {
            "name": "Vargouille",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "2",
            "xp": "600",
            "alignment": "NE",
            "size": "Small",
            "init": "+1",
            "languages": "Infernal",
            "senses": "darkvision 60 ft.; Perception +7",
            "ac": "15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)",
            "hp": "19 (3d10+3)",
            "saving_throws": {
              "fort": "+4",
              "ref": "+4",
              "will": "+2"
            },
            "speed": "fly 30 ft. (good)",
            "melee": "bite +5 (1d4 plus poison)",
            "special_attacks": "kiss, poison, shriek",
            "ability_scores": {
              "str": "10",
              "dex": "13",
              "con": "13",
              "int": "5",
              "wis": "12",
              "cha": "8"
            },
            "base_attack": "+3",
            "cmb": "+2",
            "cmd": "13",
            "feats": "Skill Focus (Stealth), Weapon Finesse",
            "skills": "Fly +13, Intimidate +5, Perception +7, Stealth +8",
            "environment": "any",
            "organization": "pair, cluster (3-6), or mob (7-12)",
            "treasure": "none",
            "description": "This creature is a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.",
            "special_abilities": [
              {
                "name": "Kiss",
                "type": "Su",
                "description": "A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus."
              },
              {
                "name": "Poison",
                "type": "Su",
                "description": "The save DC is Constitution-based. Bite:",
                "affliction": {
                  "name": "Vargouille Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "once",
                  "effect": "damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check",
                  "save": "Fortitude DC 12",
                  "cure": "1 save"
                }
              },
              {
                "name": "Shriek",
                "type": "Su",
                "description": "Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is Constitution-based."
              }
            ],
            "ecology": "A vargouille is larger than a human head, typically between 12 and 20 inches high with a 15- to 35-inch wing span. Vargouilles are not natives of the Material Plane but can often be found there nevertheless, occupying graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. These hideous monsters come from the fiendish outer planes, where they flop and flap through strange and haunted skies in constant search of fresh souls to torment. In these nightmare realms, vargouilles play a role similar to that of a raven or vulture, although they augment these roles with a malevolent delight in causing pain and anguish that no scavenger bird could ever hope to match.\n\nVargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with rows of razor-sharp teeth. When multiple vargouilles take up a common cause and fight as allies, they overwhelm their victim with bites and shrieks, tearing it to shreds.\n\nA vargouille's low power and hideous method of reproduction make for a dangerous combination. Vargouilles are relatively easy to summon to the Material Plane, and once here, they can swiftly reproduce, creating more and more of their hideous kind from those who fall victim to their kiss. Vargouilles created on the Material Plane in this manner are still extraplanar creatures, and as such can be banished with the right magic.",
            "source": "Bestiary"
          },
          {
            "name": "Vegepygmy",
            "creature_type": "Plant",
            "cr": "1/2",
            "xp": "200",
            "alignment": "N",
            "size": "Small",
            "init": "+2",
            "languages": "Undercommon, Vegepygmy (cannot speak)",
            "senses": "darkvision 60 ft., low-light vision; Perception +7",
            "immune": "electricity, plant traits",
            "ac": "16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)",
            "hp": "5 (1d8+1)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "+0"
            },
            "dr": "5/slashing or bludgeoning",
            "speed": "30 ft.",
            "melee": "2 claws +1 (1d4) or longspear +1 (1d6)",
            "ability_scores": {
              "str": "11",
              "dex": "14",
              "con": "12",
              "int": "8",
              "wis": "11",
              "cha": "11"
            },
            "base_attack": "+0",
            "cmb": "-1",
            "cmd": "11",
            "feats": "Skill Focus (Perception)",
            "skills": "Perception +7, Stealth +10 (+18 in vegetation)",
            "racial_modifiers": "+4 Stealth (+12 in vegetation)",
            "environment": "any underground",
            "organization": "solitary, gang (2-6), or tribe (7-30 plus 1 chieftain)",
            "treasure": "standard (longspear, other treasure)",
            "description": "Short, thin, and green, this small humanoid wields a spear. Tendrils of fungus dangle from its arms, midsection, and legs.",
            "variants": [
              {
                "name": "Russet Mold (CR 6)",
                "description": "This hazardous fungus can be found in dark, wet areas, and often grows in great abundance at the heart of a vegepygmy lair. When a creature approaches within 5 feet of a patch of russet mold, the fungus releases a cloud of spores in a 5-foot radius burst. Everyone in the area must make a DC 15 Fortitude save or the spores quickly take root in their victims, inflicting 2 points of Constitution damage per round. A new Fortitude save can be attempted each round to halt the growth. Although immunity to disease won't protect against russet mold spores, the growth can be halted by remove disease and similar effects. Exposure to sunlight also halts the spores' growth. Plants are immune to russet mold spores. After 24 hours, a fully grown vegepygmy bursts from the body of any creature slain by russet mold, provided the creature was Small or larger. For each size category larger than Small, the body produces one additional vegepygmy. A patch of russet mold is unharmed by all effects save for acid, alcohol, or remove disease (or a similar magical effect, such as heal), all of which can kill a single patch of russet mold on contact. Sunlight doesn't kill the mold, but does render it dormant and harmless as long as the sunlight persists."
              }
            ],
            "ecology": "Vegepygmys are created by a dangerous fungus known as russet mold—creatures slain by russet mold serve as incubators for the mold's spores, and a day later, the dead body bursts to release 1d6 fully grown vegepygmys. A vegepygmy has no real relation to the body from which it emerges, but the creature may yet retain a strange sort of reverence for its \"birth corpse\" and carry with it a grisly memento from the body, typically a few bones or teeth. Often, a vegepygmy uses such bones to craft a crude spear or some other weapon.\n\nVegepygmy tribes live in tightly knit communities and fiercely guard their patches of russet mold. Vegepygmies cannot speak—they communicate via a crude language of rhythmic taps, beats, and clicks. Hunting parties echo these exchanges through the caves they travel. Vegepygmies stand 2 to 4 feet tall and weigh between 15 to 45 pounds.\n\nApproximately 1 in 20 vegepymies are chieftains. A vegepygmy chieftain is an advanced vegepygmy (often one with class levels) that carries an infestation of russet mold spores in its flesh. A vegepygmy chieftain infects any creature it hits with its natural weapons with russet mold spores.",
            "source": "Bestiary"
          },
          {
            "name": "Violet Fungus",
            "creature_type": "Plant",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Medium",
            "init": "-1",
            "senses": "low-light vision; Perception +0",
            "immune": "plant traits",
            "ac": "15, touch 9, flat-footed 15 (-1 Dex, +6 natural)",
            "hp": "30 (4d8+12)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+0",
              "will": "+1"
            },
            "speed": "10 ft.",
            "melee": "4 tentacles +4 (1d4+1 plus rot)",
            "space": "5 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "12",
              "dex": "8",
              "con": "16",
              "int": "-",
              "wis": "11",
              "cha": "9"
            },
            "base_attack": "+3",
            "cmb": "+4",
            "cmd": "13",
            "environment": "any underground",
            "organization": "solitary, pair, or grove (3-12)",
            "treasure": "incidental",
            "description": "This mushroom grows from a bed of tentacular roots. Deep violet tendrils slither out of the dozens of fissures in its pointed cap.",
            "special_abilities": [
              {
                "name": "Rot",
                "type": "Ex",
                "description": "A creature struck by a violet fungus's tentacle must succeed on a DC 15 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based."
              }
            ],
            "ecology": "The violet fungus is one of the most notorious and feared dangers of the world's caves. A traveler can often see signs of the violet fungus in those who dwell or hunt in places where these carnivorous fungi lurk. In these folk, deep and hideous scars mar bodies where entire furrows of flesh seem scooped away—the marks of a close encounter with a violet fungus.\n\nA violet fungus feeds on the rot and decay of organic matter, but unlike most fungi, they are not passive consumers of corruption. A violet fungi's tendrils can strike with unexpected swiftness, and are coated with a virulent venom that causes flesh to rot and decay with nauseating speed. This potent poison, if left untreated, can cause the flesh of an entire arm or leg to drop away in no time at all, leaving behind only warm bones that soon rot into corruption as well.\n\nAlthough violet fungi are mobile, they only move to attack or to hunt for prey. A violet fungus that has a steady supply of rot to sup upon is generally content to remain in one place. Many underground-dwelling cultures take advantage of this penchant, particularly troglodytes and vegepygmies, and keep multiple violet fungi in key junctions and entrances to their caverns as guardians, making sure to keep them well fed with carrion to prevent them wandering farther into the den in search of food.\n\nSome species of shriekers (Pathfinder RPG Core Rulebook 416) are relatively similar in appearance to violet fungi, although they lack the tentacular branches. It's not uncommon to find shriekers and violet fungi growing in the same grove—especially in areas where other creatures cultivate the fungi as guardians.\n\nA violet fungus is 4 feet tall and weighs 50 pounds.\n\nViolet Venom: Although a violet fungus's tentacles swiftly grow inert after the mushroom is slain, they can be wielded as Medium-sized whips for 2d6 minutes after being harvested from the creature. These whips inflict rot on anything they touch—including the wielder of the deadly weapon—and both save DCs to resist and effects are identical to the stats presented above (poison, contact, Fortitude DC 13, frequency 1/minute for 6 minutes, effect 1d2 Strength and 1d2 Constitution damage, cure 1 save; cost 800 gp). A DC 25 Craft (alchemy) check and 250 gp worth of reagents can preserve the venom somewhat, although the procedure dilutes it significantly.",
            "source": "Bestiary"
          },
          {
            "name": "Wasp, Giant",
            "creature_type": "Vermin",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+1",
            "senses": "darkvision 60 ft.; Perception +9",
            "immune": "mind-affecting effects",
            "ac": "14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)",
            "hp": "34 (4d8+16)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+2",
              "will": "+2"
            },
            "speed": "20 ft., fly 60 ft. (good)",
            "melee": "sting +6 (1d8+6 plus poison)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "18",
              "dex": "12",
              "con": "18",
              "int": "-",
              "wis": "13",
              "cha": "11"
            },
            "base_attack": "+3",
            "cmb": "+8",
            "cmd": "19",
            "skills": "Fly +3, Perception +9",
            "racial_modifiers": "+8 Perception",
            "environment": "temperate forests",
            "organization": "solitary, pair, group (3-6), or nest (7-19)",
            "treasure": "none",
            "description": "This horse-sized wasp is covered in yellow and black vertical stripes—its stinger is the size of a sword and drips with venom.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based, and includes a +2 racial bonus. Sting:",
                "affliction": {
                  "name": "Giant Wasp Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d2 Dexterity damage",
                  "save": "Fortitude DC 18",
                  "cure": "1 save"
                }
              }
            ],
            "ecology": "Giant wasps nearly always form nests, though not like their much smaller cousins. Each nest functions with one leader (the queen), a few workers, and several soldiers. The workers and the queen produce offspring while the soldiers protect the nest and hunt for food. Giant wasp nests are typically found in caves, abandoned houses, or any complex large enough to fit a dozen 10-foot-tall insects.\n\nGiant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young—the experience of lying in a wasp nest, paralyzed while its grubs feed, is one of nature's cruelest inventions. Even when part of a nest, giant wasps tend toward solitary hunting, and it's rare to see more than one at a time.",
            "source": "Bestiary"
          },
          {
            "name": "Wererat",
            "creature_type": "Humanoid",
            "creature_subtype": "human, shapechanger",
            "cr": "2",
            "xp": "600",
            "alignment": "LE",
            "size": "Medium",
            "languages": "Common",
            "senses": "low-light vision, scent; Perception +8",
            "defensive_abilities": "evasion",
            "special_qualities": "change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding",
            "base_attack": "+1",
            "level": "rogue 2",
            "feats": "Dodge, Weapon Finesse",
            "environment": "any urban",
            "organization": "solitary, pair, pack (5-10), or guild (11-30 plus 5-12 dire rats)",
            "treasure": "NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)",
            "forms": [
              {
                "name": "Wererat (Human Form)",
                "ac": "16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)",
                "hp": "18 (2d8+6)",
                "saving_throws": {
                  "fort": "+2",
                  "ref": "+5",
                  "will": "+3"
                },
                "speed": "30 ft.",
                "melee": "short sword +3 (1d6+1/19-20)",
                "ranged": "light crossbow +3 (1d8/19-20)",
                "special_attacks": "sneak attack +1d6",
                "ability_scores": {
                  "str": "13",
                  "dex": "15",
                  "con": "14",
                  "int": "10",
                  "wis": "16",
                  "cha": "6"
                },
                "cmb": "+2",
                "cmd": "15",
                "skills": "Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +7, Swim +6"
              },
              {
                "name": "Wererat (Hybrid Form)",
                "ac": "19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)",
                "hp": "20 (2d8+8)",
                "saving_throws": {
                  "fort": "+3",
                  "ref": "+6",
                  "will": "+3"
                },
                "dr": "10/silver",
                "speed": "30 ft.",
                "melee": "short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)",
                "ranged": "light crossbow +4 (1d8/19-20)",
                "special_attacks": "sneak attack +1d6",
                "ability_scores": {
                  "str": "15",
                  "dex": "17",
                  "con": "16",
                  "int": "10",
                  "wis": "16",
                  "cha": "6"
                },
                "cmb": "+3",
                "cmd": "17",
                "skills": "Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7",
                "special_abilities": [
                  {
                    "name": "Disease",
                    "type": "Ex",
                    "description": "The save DC is Constitution-based. Bite:",
                    "affliction": {
                      "name": "Filth Fever, Wererat",
                      "type": "disease",
                      "contracted": "injury",
                      "onset": "1d3 days",
                      "frequency": "1/day",
                      "effect": "1d3 Dexterity damage and 1d3 Constitution damage",
                      "save": "Fortitude DC 14",
                      "cure": "2 consecutive saves"
                    }
                  }
                ]
              }
            ],
            "ecology": "Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches.\n\nWererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.",
            "source": "Bestiary"
          },
          {
            "name": "Werewolf",
            "creature_type": "Humanoid",
            "creature_subtype": "human, shapechanger",
            "cr": "2",
            "xp": "600",
            "alignment": "CE",
            "size": "Medium",
            "languages": "Common",
            "senses": "low-light vision, scent; Perception +4",
            "defensive_abilities": "bravery +1",
            "special_qualities": "change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)",
            "base_attack": "+2",
            "level": "fighter 2",
            "feats": "Cleave, Combat Reflexes, Improved Initiative, Power Attack",
            "environment": "any land",
            "organization": "solitary, pair, or pack (3-6)",
            "treasure": "NPC gear (chainmail, longsword, light crossbow with 20 bolts, other treasure)",
            "forms": [
              {
                "name": "Werewolf",
                "ac": "17, touch 11, flat-footed 16 (+6 armor, +1 Dex)",
                "hp": "19 (2d10+4)",
                "saving_throws": {
                  "fort": "+5",
                  "ref": "+1",
                  "will": "+2 (+3 vs. fear)"
                },
                "speed": "30 ft. (20 ft. in armor)",
                "melee": "longsword +5 (1d8+4/19-20)",
                "ranged": "light crossbow +3 (1d8/19-20)",
                "ability_scores": {
                  "str": "17",
                  "dex": "13",
                  "con": "14",
                  "int": "8",
                  "wis": "14",
                  "cha": "8"
                },
                "cmb": "+5",
                "cmd": "16",
                "skills": "Climb +3, Intimidate +4, Perception +4"
              },
              {
                "name": "Werewolf (Hybrid Form)",
                "ac": "22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)",
                "hp": "21 (2d10+6)",
                "saving_throws": {
                  "fort": "+6",
                  "ref": "+2",
                  "will": "+2 (+3 vs. fear)"
                },
                "dr": "10/silver",
                "speed": "30 ft. (20 ft. in armor)",
                "melee": "longsword +6 (1d8+6/19-20), bite +1 (1d6+1 plus trip and curse of lycanthropy)",
                "ranged": "light crossbow +4 (1d8/19-20)",
                "ability_scores": {
                  "str": "19",
                  "dex": "15",
                  "con": "17",
                  "int": "8",
                  "wis": "14",
                  "cha": "8"
                },
                "cmb": "+6",
                "cmd": "18",
                "skills": "Climb +4, Intimidate +4, Perception +4"
              }
            ],
            "ecology": "In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.\n\nOf all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.\n\nJust as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret—unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.\n\nLycanthropic Player Characters (GM Sidebar): When a PC becomes a lycanthrope, you as the GM have a choice to make. In most cases, you should take control of the PC's actions whenever he is in hybrid or animal form—lycanthropy shouldn't be a method to increase a PC's power, after all, and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.",
            "source": "Bestiary"
          },
          {
            "name": "Wight",
            "creature_type": "Undead",
            "cr": "3",
            "xp": "800",
            "alignment": "LE",
            "size": "Medium",
            "init": "+1",
            "languages": "Common",
            "senses": "darkvision 60 ft.; Perception +11",
            "defensive_abilities": "undead traits",
            "special_qualities": "create spawn",
            "weaknesses": "resurrection vulnerability",
            "ac": "15, touch 11, flat-footed 14 (+1 Dex, +4 natural)",
            "hp": "26 (4d8+8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+2",
              "will": "+5"
            },
            "speed": "30 ft.",
            "melee": "slam +4 (1d4+1 plus energy drain)",
            "special_attacks": "create spawn, energy drain (1 level, DC 14)",
            "ability_scores": {
              "str": "12",
              "dex": "12",
              "con": "-",
              "int": "11",
              "wis": "13",
              "cha": "15"
            },
            "base_attack": "+3",
            "cmb": "+4",
            "cmd": "15",
            "feats": "Blind-Fight, Skill Focus (Perception)",
            "skills": "Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16",
            "racial_modifiers": "+8 Stealth",
            "environment": "any",
            "organization": "solitary, pair, gang (3-6), or pack (7-12)",
            "treasure": "standard",
            "description": "The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.",
            "special_abilities": [
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Resurrection Vulnerability",
                "type": "Su",
                "description": "A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component."
              }
            ],
            "variants": [
              {
                "name": "Brute Wight (CR 5)",
                "description": "Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own."
              },
              {
                "name": "Cairn Wight (CR 4)",
                "description": "Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack."
              },
              {
                "name": "Frost Wight (CR 4)",
                "description": "Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage."
              }
            ],
            "ecology": "Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.\n\nAs undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability.\n\nThe wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.",
            "source": "Bestiary"
          },
          {
            "name": "Wolf",
            "creature_type": "Animal",
            "cr": "1",
            "xp": "400",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +8",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "13 (2d8+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+5",
              "will": "+1"
            },
            "speed": "50 ft.",
            "melee": "bite +2 (1d6+1 plus trip)",
            "ability_scores": {
              "str": "13",
              "dex": "15",
              "con": "15",
              "int": "2",
              "wis": "12",
              "cha": "6"
            },
            "base_attack": "+1",
            "cmb": "+2",
            "cmd": "14 (18 vs. trip)",
            "feats": "Skill Focus (Perception)",
            "skills": "Perception +8, Stealth +6, Survival +1 (+5 scent tracking)",
            "racial_modifiers": "+4 Survival when tracking by scent",
            "environment": "cold or temperate forests",
            "organization": "solitary, pair, or pack (3-12)",
            "treasure": "none",
            "description": "This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.",
            "ecology": "Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.",
            "source": "Bestiary"
          },
          {
            "name": "Wolf, Dire",
            "creature_type": "Animal",
            "cr": "3",
            "xp": "800",
            "alignment": "N",
            "size": "Large",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +10",
            "ac": "14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)",
            "hp": "37 (5d8+15)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+6",
              "will": "+2"
            },
            "speed": "50 ft.",
            "melee": "bite +7 (1d8+6 plus trip)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "15",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+3",
            "cmb": "+8",
            "cmd": "20 (24 vs. trip)",
            "feats": "Run, Skill Focus (Perception), Weapon Focus (bite)",
            "skills": "Perception +10, Stealth +3, Survival +1 (+5 scent tracking)",
            "racial_modifiers": "+4 Survival when tracking by scent",
            "environment": "cold or temperate forests",
            "organization": "solitary, pair, or pack (3-8)",
            "treasure": "none",
            "description": "This immense black wolf is the size of a horse, its fangs as large and sharp as knives.",
            "ecology": "An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves' coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Wolverine",
            "creature_type": "Animal",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "low-light vision, scent; Perception +10",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+5",
              "will": "+2"
            },
            "speed": "30 ft., burrow 10 ft., climb 10 ft.",
            "melee": "2 claws +4 (1d6+2), bite +4 (1d4+2)",
            "special_attacks": "rage",
            "ability_scores": {
              "str": "15",
              "dex": "15",
              "con": "15",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+2",
            "cmb": "+4",
            "cmd": "16 (20 vs. trip)",
            "feats": "Skill Focus (Perception), Toughness",
            "skills": "Climb +10, Perception +10",
            "environment": "cold forests",
            "organization": "solitary",
            "treasure": "none",
            "description": "This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.",
            "special_abilities": [
              {
                "name": "Rage",
                "type": "Ex",
                "description": "A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily."
              }
            ],
            "ecology": "Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.\n\nArmed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.",
            "source": "Bestiary"
          },
          {
            "name": "Wolverine, Dire",
            "creature_type": "Animal",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+7",
            "senses": "low-light vision, scent; Perception +12",
            "ac": "16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)",
            "hp": "42 (5d8+20)",
            "saving_throws": {
              "fort": "+7",
              "ref": "+7",
              "will": "+2"
            },
            "speed": "30 ft., climb 10 ft.",
            "melee": "2 claws +6 (1d8+4), bite +6 (1d6+4)",
            "special_attacks": "rage",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "17",
              "con": "17",
              "int": "2",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+3",
            "cmb": "+8",
            "cmd": "21 (25 vs. trip)",
            "feats": "Improved Initiative, Skill Focus (Perception), Toughness",
            "skills": "Climb +12, Perception +12",
            "environment": "cold forests",
            "organization": "solitary or pair",
            "treasure": "none",
            "description": "This terrible wolverine is as large as a bear, its jaws and claws oversized and brutal, its eyes dark and filled with rage.",
            "special_abilities": [
              {
                "name": "Rage",
                "type": "Ex",
                "description": "A dire wolverine that takes damage in combat flies into a rage on its next turn, madly clawing and biting until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily."
              }
            ],
            "ecology": "Dire wolverines tend to be even more territorial than their smaller wolverine cousins, and they defend to the death the areas where they choose to live, often selecting humanoid-settled regions as their own and then fearlessly tearing the settlements apart. Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Worg",
            "creature_type": "Magical Beast",
            "cr": "2",
            "xp": "600",
            "alignment": "NE",
            "size": "Medium",
            "init": "+2",
            "languages": "Common, Goblin",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +11",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "26 (4d10+4)",
            "saving_throws": {
              "fort": "+5",
              "ref": "+6",
              "will": "+3"
            },
            "speed": "50 ft.",
            "melee": "bite +7 (1d6+4 plus trip)",
            "ability_scores": {
              "str": "17",
              "dex": "15",
              "con": "13",
              "int": "6",
              "wis": "14",
              "cha": "10"
            },
            "base_attack": "+4",
            "cmb": "+7",
            "cmd": "19 (23 vs. trip)",
            "feats": "Run, Skill Focus (Perception)",
            "skills": "Perception +11, Stealth +9, Survival +5",
            "racial_modifiers": "+2 Perception, +2 Stealth, +2 Survival",
            "environment": "temperate forests and plains",
            "organization": "solitary, pair, or pack (3-11)",
            "treasure": "incidental",
            "description": "This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.",
            "ecology": "Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.\n\nWorgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.",
            "source": "Bestiary"
          },
          {
            "name": "Worg, Winter Wolf",
            "creature_type": "Magical Beast",
            "creature_subtype": "cold",
            "cr": "5",
            "xp": "1,600",
            "alignment": "NE",
            "size": "Large",
            "init": "+5",
            "languages": "Common, Giant",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +11",
            "immune": "cold",
            "weaknesses": "vulnerability to fire",
            "ac": "17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)",
            "hp": "57 (6d10+24)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+6",
              "will": "+3"
            },
            "speed": "50 ft.",
            "melee": "bite +10 (1d8+7 plus 1d6 cold and trip)",
            "special_attacks": "breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "20",
              "dex": "13",
              "con": "18",
              "int": "9",
              "wis": "13",
              "cha": "10"
            },
            "base_attack": "+6",
            "cmb": "+12",
            "cmd": "23 (27 vs. trip)",
            "feats": "Improved Initiative, Run, Skill Focus (Perception)",
            "skills": "Perception +11, Stealth +4 (+10 in snow), Survival +5",
            "racial_modifiers": "+2 Perception, +2 Stealth (+8 in snow), +2 Survival",
            "environment": "cold forests and plains",
            "organization": "solitary, pair, or pack (6-11)",
            "treasure": "standard",
            "description": "This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.",
            "ecology": "Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon.\n\nA typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.",
            "source": "Bestiary"
          },
          {
            "name": "Wraith",
            "creature_type": "Undead",
            "creature_subtype": "incorporeal",
            "cr": "5",
            "xp": "1,600",
            "alignment": "LE",
            "size": "Medium",
            "init": "+7",
            "languages": "Common, Infernal",
            "senses": "darkvision 60 ft., lifesense; Perception +10",
            "aura": "unnatural aura (30 ft.)",
            "immune": "undead traits",
            "weaknesses": "sunlight powerlessness",
            "defensive_abilities": "channel resistance +2, incorporeal",
            "ac": "18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)",
            "hp": "47 (5d8+25)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+4",
              "will": "+6"
            },
            "speed": "fly 60 ft. (good)",
            "melee": "incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)",
            "special_attacks": "create spawn",
            "ability_scores": {
              "str": "-",
              "dex": "16",
              "con": "-",
              "int": "14",
              "wis": "14",
              "cha": "21"
            },
            "base_attack": "+3",
            "cmb": "+6",
            "cmd": "21",
            "feats": "Blind-Fight, Combat Reflexes, Improved Initiative",
            "skills": "Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11",
            "environment": "any",
            "organization": "solitary, pair, gang (3-6), or pack (7-12)",
            "treasure": "none",
            "description": "This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.",
            "special_abilities": [
              {
                "name": "Create Spawn",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Constitution Drain",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Lifesense",
                "type": "Su",
                "description": "A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability."
              },
              {
                "name": "Sunlight Powerlessness",
                "type": "Ex",
                "description": "A wraith caught in sunlight cannot attack and is staggered."
              },
              {
                "name": "Unnatural Aura",
                "type": "Su",
                "description": "Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check."
              }
            ],
            "variants": [
              {
                "name": "Dread Wraith",
                "description": "A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. This causes the wraith to increase in size and strength, and to inflict 2d6 points of negative energy damage and 1d8 Constitution drain with its incorporeal touch. You can create a dread wraith by applying the giant and advanced simple templates, or you can increase the basic wraith to a Large 16 HD undead."
              }
            ],
            "ecology": "Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.",
            "source": "Bestiary"
          },
          {
            "name": "Wyvern",
            "creature_type": "Dragon",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Large",
            "init": "+5",
            "languages": "Draconic",
            "senses": "darkvision 60 ft., low-light vision, scent; Perception +18",
            "immune": "sleep, paralysis",
            "ac": "19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)",
            "hp": "73 (7d12+28)",
            "saving_throws": {
              "fort": "+9",
              "ref": "+6",
              "will": "+8"
            },
            "speed": "20 ft., fly 60 ft. (poor)",
            "melee": "sting +10 melee (1d6+4 plus poison), bite +10 melee (2d6+4 plus grab), 2 wings +5 (1d6+2)",
            "special_attacks": "rake (2 talons +10, 1d6+4)",
            "space": "10 ft.",
            "reach": "5 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "12",
              "con": "18",
              "int": "7",
              "wis": "12",
              "cha": "9"
            },
            "base_attack": "+7",
            "cmb": "+12 (+16 grapple)",
            "cmd": "23",
            "feats": "Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perception)",
            "skills": "Fly +5, Perception +18, Sense Motive +11, Stealth +7",
            "racial_modifiers": "+4 Perception",
            "environment": "temperate or warm hills",
            "organization": "solitary, pair, or flight (3-6)",
            "treasure": "standard",
            "description": "A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.",
            "special_abilities": [
              {
                "name": "Poison",
                "type": "Ex",
                "description": "The save DC is Constitution-based. Sting:",
                "affliction": {
                  "name": "Wyvern Venom",
                  "type": "poison",
                  "contracted": "injury",
                  "frequency": "1/round for 6 rounds",
                  "effect": "1d4 Constitution damage",
                  "save": "Fortitude DC 17",
                  "cure": "2 consecutive saves"
                }
              }
            ],
            "ecology": "Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than primitive savages with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, most wyverns simply can't be bothered with the subtlety of diplomacy, and prefer to fight first and parley later, and even then only if faced with a foe they can neither defeat nor flee from.\n\nWyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are generally solitary creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey.\n\nAlthough constantly hungry and prone to mayhem, a wyvern that can be befriended (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long.\n\nA wyvern is about 16 feet in length, half of which is tail. The average wyvern weighs 2,000 pounds.",
            "source": "Bestiary"
          },
          {
            "name": "Xill",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "6",
            "xp": "2,400",
            "alignment": "LE",
            "size": "Medium",
            "init": "+8",
            "languages": "Common, Infernal",
            "senses": "darkvision 60 ft.; Perception +13",
            "sr": "17",
            "special_qualities": "multiweapon mastery, planewalk",
            "ac": "21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)",
            "hp": "67 (9d10+18)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+10",
              "will": "+6"
            },
            "speed": "40 ft.",
            "melee": "short swords +13/+13/+8 (1d6+3/19-20), claw +13 (1d4+3 plus grab), bite +7 (1d3+1 plus paralysis), or 4 claws +13 (1d4+3 plus grab), bite +12 (1d3+3 plus paralysis)",
            "ranged": "2 longbows +13 (1d8/×3)",
            "special_attacks": "implant, paralysis (1d4 hours, DC 16)",
            "ability_scores": {
              "str": "17",
              "dex": "18",
              "con": "14",
              "int": "15",
              "wis": "12",
              "cha": "11"
            },
            "base_attack": "+9",
            "cmb": "+12 (+16 grapple)",
            "cmd": "26",
            "feats": "Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, short sword)",
            "skills": "Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14",
            "environment": "any (Ethereal Plane)",
            "organization": "solitary, pair, or gang (3-6)",
            "treasure": "standard (heavy steel shield, 2 short swords, 2 longbows with 40 arrows, other treasure)",
            "description": "This flame-red humanoid appears to be a strange mix of insect and reptile, with four arms and twitching, fanged mandibles.",
            "special_abilities": [
              {
                "name": "Implant",
                "type": "Ex",
                "description": "As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient."
              },
              {
                "name": "Multiweapon Mastery",
                "type": "Ex",
                "description": "A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons."
              },
              {
                "name": "Planewalk",
                "type": "Su",
                "description": "A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes."
              }
            ],
            "ecology": "Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.",
            "source": "Bestiary"
          },
          {
            "name": "Xorn",
            "creature_type": "Outsider",
            "creature_subtype": "earth, extraplanar",
            "cr": "6",
            "xp": "2,400",
            "alignment": "N",
            "size": "Medium",
            "init": "+0",
            "languages": "Common, Terran",
            "senses": "all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14",
            "resist": "electricity 10",
            "immune": "cold, fire, flanking",
            "ac": "21, touch 10, flat-footed 21 (+11 natural)",
            "hp": "66 (7d10+28)",
            "saving_throws": {
              "fort": "+8",
              "ref": "+2",
              "will": "+5"
            },
            "dr": "5/bludgeoning",
            "speed": "20 ft., burrow 20 ft.; earth glide",
            "melee": "bite +10 (4d6+3), 3 claws +10 (1d4+3)",
            "ability_scores": {
              "str": "17",
              "dex": "10",
              "con": "17",
              "int": "10",
              "wis": "11",
              "cha": "10"
            },
            "base_attack": "+7",
            "cmb": "+10",
            "cmd": "20 (22 vs. trip)",
            "feats": "Cleave, Improved Bull Rush, Power Attack, Toughness",
            "skills": "Appraise +10, Intimidate +10, Knowledge (dungeoneering) +10, Perception +14, Stealth +10, Survival +10",
            "racial_modifiers": "+4 Perception",
            "environment": "any (Plane of Earth)",
            "organization": "solitary, pair, or cluster (3-6)",
            "treasure": "standard (precious metals, gems, and magic gems or jewelry only)",
            "description": "This squat beast is as wide as it is tall. Strangely symmetrical, it has three arms, three legs, three eyes, and one huge mouth.",
            "special_abilities": [
              {
                "name": "All-Around Vision",
                "type": "Ex",
                "description": "A xorn sees in all directions at the same time, giving it a +4 racial bonus on Perception checks. A xorn cannot be flanked."
              },
              {
                "name": "Earth Glide",
                "type": "Ex",
                "description": "A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don't possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save."
              }
            ],
            "ecology": "Strange creatures as big around as they are tall, xorns have little interest in natives of the Material Plane—except for the gems and precious metals they might be carrying. Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting the being carrying its favorite meal, such as a certain gemstone or the right sort of silver. Adventurers who frequent regions inhabited by xorns often carry with them small chunks of raw ore or relatively inexpensive gemstones or crystals to use as bribes. While the price of a gemstone or piece of metal is often in direct proportion to the object's flavor and desirability as a meal, most xorns are quite gluttonous and prefer quantity over quality when it comes to food.\n\nTreasure found carried by a xorn or stashed in its lair amounts to little more than snacks set aside for another day. An offering of a particularly delicious (and expensive) jewel or piece of precious metal can swiftly secure a xorn's temporary allegiance. Since xorns can swim through solid rock with ease, they make excellent guides in underground regions.\n\nXorns grow in size as they age. The youngest xorns are approximately 3 feet in size, and can be represented by applying the young simple template to the statistics presented here. The most commonly encountered xorns are about 5 feet tall (and wide), while the largest are 8 feet or more and weigh upward of 9,000 pounds. These elder xorns are giant advanced xorns, but some even greater xorns exist as well, with upward of 15 Hit Dice.\n\nOften, an elder xorn possesses class levels as well. These creatures are generally leaders, heroes, or even outcasts or villains in xorn society. A classed elder xorn typically has levels in barbarian or rogue. Xorns aren't particularly religious, but those who do have deep faith are typically druids (though such xorns rarely, if ever, take animal companions, as such followers cannot follow through solid rock, and instead choose to take the Earth domain). Xorn bards and sorcerers are not unheard of either, with bards favoring Perform (sing) as their focus, and sorcerers almost invariably having the Elemental (earth) bloodline.",
            "source": "Bestiary"
          },
          {
            "name": "Yellow Musk Creeper",
            "creature_type": "Plant",
            "cr": "2",
            "xp": "600",
            "alignment": "N",
            "size": "Medium",
            "init": "+2",
            "senses": "tremorsense 30 ft.; Perception +0",
            "immune": "plant traits",
            "ac": "14, touch 12, flat-footed 12 (+2 Dex, +2 natural)",
            "hp": "22 (3d8+9)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+3",
              "will": "+1"
            },
            "speed": "5 ft.",
            "melee": "tendril +5 (1d4+4)",
            "special_attacks": "create yellow musk zombie, pollen spray",
            "space": "5 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "17",
              "dex": "15",
              "con": "16",
              "int": "-",
              "wis": "11",
              "cha": "8"
            },
            "base_attack": "+2",
            "cmb": "+5",
            "cmd": "17 (can't be tripped)",
            "environment": "temperate or warm forests and underground",
            "organization": "patch (creeper plus 1-6 yellow musk zombies)",
            "treasure": "incidental",
            "description": "Coiling around several human skeletons, this wet green plant's sickly flowers smoke with a nasty yellow vapor.",
            "special_abilities": [
              {
                "name": "Create Yellow Musk Zombie",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Pollen Spray",
                "type": "Ex",
                "description": "As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based."
              }
            ],
            "variants": [
              {
                "name": "Yellow Musk Zombie",
                "description": "A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but with the following special quality: Plant Traits (Ex) — this zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie."
              }
            ],
            "ecology": "The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper's method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper.",
            "source": "Bestiary"
          },
          {
            "name": "Yeth Hound",
            "creature_type": "Outsider",
            "creature_subtype": "evil, extraplanar",
            "cr": "3",
            "xp": "800",
            "alignment": "NE",
            "size": "Medium",
            "init": "+6",
            "languages": "Abyssal or Infernal (cannot speak)",
            "senses": "darkvision 60 ft., scent; Perception +9",
            "dr": "5/silver",
            "ac": "15, touch 12, flat-footed 13 (+2 Dex, +3 natural)",
            "hp": "30 (4d10+8)",
            "saving_throws": {
              "fort": "+3",
              "ref": "+6",
              "will": "+6"
            },
            "speed": "40 ft., fly 60 ft. (good)",
            "melee": "bite +7 (2d6+4 plus sinister bite and trip)",
            "special_attacks": "bay",
            "ability_scores": {
              "str": "17",
              "dex": "15",
              "con": "15",
              "int": "6",
              "wis": "14",
              "cha": "10"
            },
            "base_attack": "+4",
            "cmb": "+7",
            "cmd": "19 (23 vs. trip)",
            "feats": "Improved Initiative, Skill Focus (Fly)",
            "skills": "Fly +16, Perception +9, Stealth +9, Survival +9",
            "environment": "any",
            "organization": "solitary, pair, or pack (6-11)",
            "treasure": "incidental",
            "description": "This emaciated, hairless canine has a strange air of menace and cruelty about it.",
            "special_abilities": [
              {
                "name": "Bay",
                "type": "Su",
                "description": "When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The save DC is Charisma-based."
              },
              {
                "name": "Flight",
                "type": "Su",
                "description": "A yeth hound can cease or resume its flight as a free action."
              },
              {
                "name": "Sinister Bite",
                "type": "Su",
                "description": "A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a fear effect (such as the hound's bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is Constitution-based."
              }
            ],
            "ecology": "Yeth hounds are evil outsiders that delight in hunting intelligent prey. They lope through the night skies, relentlessly pursuing their chosen quarry for miles, and harrying them with their frightful baying. Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it. A yeth hound stands 4 feet tall at the shoulder and weighs about 400 pounds.\n\nYeth hounds do not collect treasure, having no use for such baubles. The thrill of the hunt and the sweet tang of fear in their prey is all they value. However, some items of worth may occasionally be found in a yeth hound den, the discarded remnants of prey dragged back to the lair. Despite their bestial appearance, the yeth hound is rather intelligent, even if it does little with its intellect but devise and carry out ingenious, hateful plans to torment and horrify its prey before it finally strikes.\n\nYeth hounds can often be found in the company of night hags or evil hunters. Yeth hounds hate other canine monsters such as barghests and worgs, and attack them on sight if they have the advantage of numbers. They are often associated with particularly bestial demons, and can be found serving demon cults as guardians and trackers. A gift of a yeth hound companion to a particularly successful cult is sure sign of favor in the eyes of a demonic patron. A cult with yeth hounds granted to them in this manner must take care to retain this favor, for if they displease their demonic patron, the hounds could turn on them.\n\nYeth hounds inhabit secluded dens in remote wilderness areas far from bothersome civilization. These dens are always subterranean, far removed from the hated sunlight. Yeth hounds range great distances from their dens during their nightly hunts, and have been known to carry kills for miles just for the comfort of consuming a fresh meal in their lair. The sight of a yeth hound loping through the sky with a body clenched in its jaws is unsettling indeed.",
            "source": "Bestiary"
          },
          {
            "name": "Yeti",
            "creature_type": "Monstrous Humanoid",
            "creature_subtype": "cold",
            "cr": "4",
            "xp": "1,200",
            "alignment": "N",
            "size": "Large",
            "init": "+1",
            "languages": "Aklo",
            "senses": "darkvision 60 ft., scent; Perception +10",
            "immune": "cold",
            "weaknesses": "vulnerability to fire",
            "ac": "17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)",
            "hp": "45 (6d10+12)",
            "saving_throws": {
              "fort": "+6",
              "ref": "+6",
              "will": "+6"
            },
            "speed": "40 ft., climb 30 ft.",
            "melee": "2 claws +9 (1d6+4 plus 1d6 cold)",
            "special_attacks": "frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "ability_scores": {
              "str": "19",
              "dex": "12",
              "con": "15",
              "int": "9",
              "wis": "12",
              "cha": "10"
            },
            "base_attack": "+6",
            "cmb": "+11",
            "cmd": "22",
            "feats": "Cleave, Great Fortitude, Power Attack",
            "skills": "Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow)",
            "racial_modifiers": "+4 Stealth (+12 in snow)",
            "environment": "cold mountains",
            "organization": "solitary, pair, or tribe (3-8)",
            "treasure": "standard",
            "description": "This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur.",
            "special_abilities": [
              {
                "name": "Cold",
                "type": "Su",
                "description": "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."
              },
              {
                "name": "Frightful Gaze",
                "type": "Su",
                "description": "Creatures within 30 feet that meet a yeti's gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based."
              }
            ],
            "ecology": "Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of \"abominable snowmen\" who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow.\n\nAlthough yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti's temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh.\n\nThe source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The yetis' mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.",
            "source": "Bestiary"
          }
        ]
      },
      "classes": {
        "label": "Classes",
        "color": "#2980b9",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [
            "Hit Die: d{hit_die} · BAB: {bab_progression} · Skills: {skill_ranks_per_level}/lvl"
          ],
          "description": null
        },
        "linkPath": "rules/classes/",
        "count": 11,
        "items": [
          {
            "index": "barbarian",
            "name": "Barbarian",
            "hit_die": 12,
            "skill_ranks_per_level": 4,
            "bab_progression": "full",
            "fort_save": "good",
            "ref_save": "poor",
            "will_save": "poor",
            "description": "For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors--they are the battle possessed, creatu",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "bard",
            "name": "Bard",
            "hit_die": 8,
            "skill_ranks_per_level": 6,
            "bab_progression": "three-quarter",
            "fort_save": "poor",
            "ref_save": "good",
            "will_save": "good",
            "description": "Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards pos",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "cleric",
            "name": "Cleric",
            "hit_die": 8,
            "skill_ranks_per_level": 2,
            "bab_progression": "three-quarter",
            "fort_save": "good",
            "ref_save": "poor",
            "will_save": "good",
            "description": "In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of t",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "druid",
            "name": "Druid",
            "hit_die": 8,
            "skill_ranks_per_level": 4,
            "bab_progression": "three-quarter",
            "fort_save": "good",
            "ref_save": "poor",
            "will_save": "good",
            "description": "Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood p",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "fighter",
            "name": "Fighter",
            "hit_die": 10,
            "skill_ranks_per_level": 2,
            "bab_progression": "full",
            "fort_save": "good",
            "ref_save": "poor",
            "will_save": "poor",
            "description": "Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a ",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "monk",
            "name": "Monk",
            "hit_die": 8,
            "skill_ranks_per_level": 4,
            "bab_progression": "three-quarter",
            "fort_save": "good",
            "ref_save": "good",
            "will_save": "good",
            "description": "For the truly exemplary, martial skill transcends the battlefield--it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so cal",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "paladin",
            "name": "Paladin",
            "hit_die": 10,
            "skill_ranks_per_level": 2,
            "bab_progression": "full",
            "fort_save": "good",
            "ref_save": "poor",
            "will_save": "good",
            "description": "Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they s",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "ranger",
            "name": "Ranger",
            "hit_die": 10,
            "skill_ranks_per_level": 6,
            "bab_progression": "full",
            "fort_save": "good",
            "ref_save": "good",
            "will_save": "poor",
            "description": "For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowle",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "rogue",
            "name": "Rogue",
            "hit_die": 8,
            "skill_ranks_per_level": 8,
            "bab_progression": "three-quarter",
            "fort_save": "poor",
            "ref_save": "good",
            "will_save": "poor",
            "description": "Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves ",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "sorcerer",
            "name": "Sorcerer",
            "hit_die": 6,
            "skill_ranks_per_level": 2,
            "bab_progression": "half",
            "fort_save": "poor",
            "ref_save": "poor",
            "will_save": "good",
            "description": "Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by t",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "wizard",
            "name": "Wizard",
            "hit_die": 6,
            "skill_ranks_per_level": 2,
            "bab_progression": "half",
            "fort_save": "poor",
            "ref_save": "poor",
            "will_save": "good",
            "description": "Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible--such mysteries call to those with the ambition and the intellect to rise above the common folk ",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          }
        ]
      },
      "feats": {
        "label": "Feats",
        "color": "#d35400",
        "displayField": "name",
        "searchFields": [
          "name",
          "type"
        ],
        "tag": {
          "field": "type"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{type}"
          ],
          "description": "benefit"
        },
        "linkPath": null,
        "count": 173,
        "items": [
          {
            "index": "agile_maneuvers",
            "name": "Agile Maneuvers",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "arcane_armor_mastery",
            "name": "Arcane Armor Mastery",
            "type": "combat",
            "prerequisites": "Arcane Armor Training, Medium Armor Proficiency, caster level 7th",
            "benefit": "As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "arcane_armor_training",
            "name": "Arcane Armor Training",
            "type": "combat",
            "prerequisites": "Light Armor Proficiency, caster level 3rd",
            "benefit": "As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "arcane_strike",
            "name": "Arcane Strike",
            "type": "combat",
            "prerequisites": "Ability to cast arcane spells",
            "benefit": "As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "armor_proficiency_heavy",
            "name": "Armor Proficiency, Heavy",
            "type": "combat",
            "prerequisites": "Light Armor Proficiency, Medium Armor Proficiency",
            "benefit": "See Armor Proficiency, Light.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "armor_proficiency_light",
            "name": "Armor Proficiency, Light",
            "type": "combat",
            "prerequisites": null,
            "benefit": "When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "armor_proficiency_medium",
            "name": "Armor Proficiency, Medium",
            "type": "combat",
            "prerequisites": "Light Armor Proficiency",
            "benefit": "See Armor Proficiency, Light.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "blind_fight",
            "name": "Blind-Fight",
            "type": "combat",
            "prerequisites": null,
            "benefit": "In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "catch_off_guard",
            "name": "Catch Off-Guard",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "channel_smite",
            "name": "Channel Smite",
            "type": "combat",
            "prerequisites": "Channel energy class feature",
            "benefit": "Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "cleave",
            "name": "Cleave",
            "type": "combat",
            "prerequisites": "Str 13, Power Attack, base attack bonus +1",
            "benefit": "As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "combat_expertise",
            "name": "Combat Expertise",
            "type": "combat",
            "prerequisites": "Int 13",
            "benefit": "You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "combat_reflexes",
            "name": "Combat Reflexes",
            "type": "combat",
            "prerequisites": "Base attack bonus +9",
            "benefit": "You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dazzling_display",
            "name": "Dazzling Display",
            "type": "combat",
            "prerequisites": "Weapon Focus, proficiency with the selected weapon",
            "benefit": "While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deadly_aim",
            "name": "Deadly Aim",
            "type": "combat",
            "prerequisites": "Dex 13, base attack bonus +1",
            "benefit": "You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deadly_stroke",
            "name": "Deadly Stroke",
            "type": "combat",
            "prerequisites": "Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11",
            "benefit": "As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "defensive_combat_training",
            "name": "Defensive Combat Training",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deflect_arrows",
            "name": "Deflect Arrows",
            "type": "combat",
            "prerequisites": "Dex 13, Improved Unarmed Strike",
            "benefit": "You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "disruptive",
            "name": "Disruptive",
            "type": "combat",
            "prerequisites": "6th-level fighter",
            "benefit": "The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dodge",
            "name": "Dodge",
            "type": "combat",
            "prerequisites": "Dex 13",
            "benefit": "You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "double_slice",
            "name": "Double Slice",
            "type": "combat",
            "prerequisites": "Dex 15, Two-Weapon Fighting",
            "benefit": "Add your Strength bonus to damage rolls made with your off-hand weapon.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "exotic_weapon_proficiency",
            "name": "Exotic Weapon Proficiency",
            "type": "combat",
            "prerequisites": "Base attack bonus +1",
            "benefit": "You make attack rolls with the weapon normally.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "far_shot",
            "name": "Far Shot",
            "type": "combat",
            "prerequisites": "Point-Blank Shot",
            "benefit": "You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "gorgon_s_fist",
            "name": "Gorgon's Fist",
            "type": "combat",
            "prerequisites": "Improved Unarmed Strike, Scorpion Style, base attack bonus +6",
            "benefit": "As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "great_cleave",
            "name": "Great Cleave",
            "type": "combat",
            "prerequisites": "Str 13, Cleave, Power Attack, base attack bonus +4",
            "benefit": "As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_bull_rush",
            "name": "Greater Bull Rush",
            "type": "combat",
            "prerequisites": "Improved Bull Rush, Power Attack, base attack bonus +6, Str 13",
            "benefit": "You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_disarm",
            "name": "Greater Disarm",
            "type": "combat",
            "prerequisites": "Combat Expertise, Improved Disarm, base attack bonus +6, Int 13",
            "benefit": "You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_feint",
            "name": "Greater Feint",
            "type": "combat",
            "prerequisites": "Combat Expertise, Improved Feint, base attack bonus +6, Int 13",
            "benefit": "Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_grapple",
            "name": "Greater Grapple",
            "type": "combat",
            "prerequisites": "Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13",
            "benefit": "You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_overrun",
            "name": "Greater Overrun",
            "type": "combat",
            "prerequisites": "Improved Overrun, Power Attack, base attack bonus +6, Str 13",
            "benefit": "You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_penetrating_strike",
            "name": "Greater Penetrating Strike",
            "type": "combat",
            "prerequisites": "Penetrating Strike, Weapon Focus, 16th-level fighter",
            "benefit": "Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/--).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_shield_focus",
            "name": "Greater Shield Focus",
            "type": "combat",
            "prerequisites": "Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter",
            "benefit": "Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_sunder",
            "name": "Greater Sunder",
            "type": "combat",
            "prerequisites": "Improved Sunder, Power Attack, base attack bonus +6, Str 13",
            "benefit": "You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_trip",
            "name": "Greater Trip",
            "type": "combat",
            "prerequisites": "Combat Expertise, Improved Trip, base attack bonus +6, Int 13",
            "benefit": "You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_two_weapon_fighting",
            "name": "Greater Two-Weapon Fighting",
            "type": "combat",
            "prerequisites": "Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11",
            "benefit": "You get a third attack with your off-hand weapon, albeit at a -10 penalty.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_vital_strike",
            "name": "Greater Vital Strike",
            "type": "combat",
            "prerequisites": "Improved Vital Strike, Vital Strike, base attack bonus +16",
            "benefit": "When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as _flaming_), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_weapon_focus",
            "name": "Greater Weapon Focus",
            "type": "combat",
            "prerequisites": "Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter",
            "benefit": "You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_weapon_specialization",
            "name": "Greater Weapon Specialization",
            "type": "combat",
            "prerequisites": "Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter",
            "benefit": "You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_bull_rush",
            "name": "Improved Bull Rush",
            "type": "combat",
            "prerequisites": "Str 13, Power Attack, base attack bonus +1",
            "benefit": "You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_critical",
            "name": "Improved Critical",
            "type": "combat",
            "prerequisites": "Proficient with weapon, base attack bonus +8",
            "benefit": "When using the weapon you selected, your threat range is doubled.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_disarm",
            "name": "Improved Disarm",
            "type": "combat",
            "prerequisites": "Int 13, Combat Expertise",
            "benefit": "You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_feint",
            "name": "Improved Feint",
            "type": "combat",
            "prerequisites": "Int 13, Combat Expertise",
            "benefit": "You can make a Bluff check to feint in combat as a move action.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_grapple",
            "name": "Improved Grapple",
            "type": "combat",
            "prerequisites": "Dex 13, Improved Unarmed Strike",
            "benefit": "You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_initiative",
            "name": "Improved Initiative",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You get a +4 bonus on initiative checks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_overrun",
            "name": "Improved Overrun",
            "type": "combat",
            "prerequisites": "Str 13, Power Attack, base attack bonus +1",
            "benefit": "You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_precise_shot",
            "name": "Improved Precise Shot",
            "type": "combat",
            "prerequisites": "Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11",
            "benefit": "Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_shield_bash",
            "name": "Improved Shield Bash",
            "type": "combat",
            "prerequisites": "Shield Proficiency",
            "benefit": "When you perform a shield bash, you may still apply the shield's shield bonus to your AC.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_sunder",
            "name": "Improved Sunder",
            "type": "combat",
            "prerequisites": "Str 13, Power Attack, base attack bonus +1",
            "benefit": "You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_trip",
            "name": "Improved Trip",
            "type": "combat",
            "prerequisites": "Int 13, Combat Expertise",
            "benefit": "You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_two_weapon_fighting",
            "name": "Improved Two-Weapon Fighting",
            "type": "combat",
            "prerequisites": "Dex 17, Two-Weapon Fighting, base attack bonus +6",
            "benefit": "In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_unarmed_strike",
            "name": "Improved Unarmed Strike",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You are considered to be armed even when unarmed--you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_vital_strike",
            "name": "Improved Vital Strike",
            "type": "combat",
            "prerequisites": "Vital Strike, base attack bonus +11",
            "benefit": "When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as _flaming_), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improvised_weapon_mastery",
            "name": "Improvised Weapon Mastery",
            "type": "combat",
            "prerequisites": "Catch Off-Guard or Throw Anything, base attack bonus +8",
            "benefit": "You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "intimidating_prowess",
            "name": "Intimidating Prowess",
            "type": "combat",
            "prerequisites": null,
            "benefit": "Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "lightning_stance",
            "name": "Lightning Stance",
            "type": "combat",
            "prerequisites": "Dex 17, Dodge, Wind Stance, base attack bonus +11",
            "benefit": "If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "lunge",
            "name": "Lunge",
            "type": "combat",
            "prerequisites": "Base attack bonus +6",
            "benefit": "You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "manyshot",
            "name": "Manyshot",
            "type": "combat",
            "prerequisites": "Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6",
            "benefit": "When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "martial_weapon_proficiency",
            "name": "Martial Weapon Proficiency",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You make attack rolls with the selected weapon normally (without the non-proficient penalty).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "medusa_s_wrath",
            "name": "Medusa's Wrath",
            "type": "combat",
            "prerequisites": "Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11",
            "benefit": "Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "mobility",
            "name": "Mobility",
            "type": "combat",
            "prerequisites": "Dex 13, Dodge",
            "benefit": "You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "mounted_archery",
            "name": "Mounted Archery",
            "type": "combat",
            "prerequisites": "Ride 1 rank, Mounted Combat",
            "benefit": "The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "mounted_combat",
            "name": "Mounted Combat",
            "type": "combat",
            "prerequisites": "Ride 1 rank",
            "benefit": "Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "penetrating_strike",
            "name": "Penetrating Strike",
            "type": "combat",
            "prerequisites": "Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon",
            "benefit": "Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/--).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "pinpoint_targeting",
            "name": "Pinpoint Targeting",
            "type": "combat",
            "prerequisites": "Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16",
            "benefit": "As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "point_blank_shot",
            "name": "Point-Blank Shot",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "power_attack",
            "name": "Power Attack",
            "type": "combat",
            "prerequisites": "Str 13, base attack bonus +1",
            "benefit": "You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "precise_shot",
            "name": "Precise Shot",
            "type": "combat",
            "prerequisites": "Point-Blank Shot",
            "benefit": "You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "quick_draw",
            "name": "Quick Draw",
            "type": "combat",
            "prerequisites": "Base attack bonus +1",
            "benefit": "You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "rapid_shot",
            "name": "Rapid Shot",
            "type": "combat",
            "prerequisites": "Dex 13, Point-Blank Shot",
            "benefit": "When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "ride_by_attack",
            "name": "Ride-By Attack",
            "type": "combat",
            "prerequisites": "Ride 1 rank, Mounted Combat",
            "benefit": "When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "scorpion_style",
            "name": "Scorpion Style",
            "type": "combat",
            "prerequisites": "Improved Unarmed Strike",
            "benefit": "To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shatter_defenses",
            "name": "Shatter Defenses",
            "type": "combat",
            "prerequisites": "Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon",
            "benefit": "Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shield_focus",
            "name": "Shield Focus",
            "type": "combat",
            "prerequisites": "Shield Proficiency, base attack bonus +1",
            "benefit": "Increase the AC bonus granted by any shield you are using by 1.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shield_master",
            "name": "Shield Master",
            "type": "combat",
            "prerequisites": "Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11",
            "benefit": "You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shield_proficiency",
            "name": "Shield Proficiency",
            "type": "combat",
            "prerequisites": null,
            "benefit": "When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shield_slam",
            "name": "Shield Slam",
            "type": "combat",
            "prerequisites": "Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6",
            "benefit": "Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shot_on_the_run",
            "name": "Shot on the Run",
            "type": "combat",
            "prerequisites": "Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4",
            "benefit": "As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "simple_weapon_proficiency",
            "name": "Simple Weapon Proficiency",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You make attack rolls with simple weapons without penalty.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "snatch_arrows",
            "name": "Snatch Arrows",
            "type": "combat",
            "prerequisites": "Dex 15, Deflect Arrows, Improved Unarmed Strike",
            "benefit": "When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spellbreaker",
            "name": "Spellbreaker",
            "type": "combat",
            "prerequisites": "Disruptive, 10th-level fighter",
            "benefit": "Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spirited_charge",
            "name": "Spirited Charge",
            "type": "combat",
            "prerequisites": "Ride 1 rank, Mounted Combat, Ride-By Attack",
            "benefit": "When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spring_attack",
            "name": "Spring Attack",
            "type": "combat",
            "prerequisites": "Dex 13, Dodge, Mobility, base attack bonus +4",
            "benefit": "As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stand_still",
            "name": "Stand Still",
            "type": "combat",
            "prerequisites": "Combat Reflexes",
            "benefit": "When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "step_up",
            "name": "Step Up",
            "type": "combat",
            "prerequisites": "Base attack bonus +1",
            "benefit": "Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "strike_back",
            "name": "Strike Back",
            "type": "combat",
            "prerequisites": "Base attack bonus +11",
            "benefit": "You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stunning_fist",
            "name": "Stunning Fist",
            "type": "combat",
            "prerequisites": "Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8",
            "benefit": "You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "throw_anything",
            "name": "Throw Anything",
            "type": "combat",
            "prerequisites": null,
            "benefit": "You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "tower_shield_proficiency",
            "name": "Tower Shield Proficiency",
            "type": "combat",
            "prerequisites": "Shield Proficiency",
            "benefit": "When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "trample",
            "name": "Trample",
            "type": "combat",
            "prerequisites": "Ride 1 rank, Mounted Combat",
            "benefit": "When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "two_weapon_defense",
            "name": "Two-Weapon Defense",
            "type": "combat",
            "prerequisites": "Dex 15, Two-Weapon Fighting",
            "benefit": "When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "two_weapon_fighting",
            "name": "Two-Weapon Fighting",
            "type": "combat",
            "prerequisites": "Dex 15",
            "benefit": "Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "two_weapon_rend",
            "name": "Two-Weapon Rend",
            "type": "combat",
            "prerequisites": "Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11",
            "benefit": "If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "unseat",
            "name": "Unseat",
            "type": "combat",
            "prerequisites": "Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1",
            "benefit": "When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "vital_strike",
            "name": "Vital Strike",
            "type": "combat",
            "prerequisites": "Base attack bonus +6",
            "benefit": "When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as _flaming_), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "weapon_finesse",
            "name": "Weapon Finesse",
            "type": "combat",
            "prerequisites": null,
            "benefit": "With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "weapon_focus",
            "name": "Weapon Focus",
            "type": "combat",
            "prerequisites": "Proficiency with selected weapon, base attack bonus +1",
            "benefit": "You gain a +1 bonus on all attack rolls you make using the selected weapon.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "weapon_specialization",
            "name": "Weapon Specialization",
            "type": "combat",
            "prerequisites": "Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th",
            "benefit": "You gain a +2 bonus on all damage rolls you make using the selected weapon.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "whirlwind_attack",
            "name": "Whirlwind Attack",
            "type": "combat",
            "prerequisites": "Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4",
            "benefit": "When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "wind_stance",
            "name": "Wind Stance",
            "type": "combat",
            "prerequisites": "Dex 15, Dodge, base attack bonus +6",
            "benefit": "If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "acrobatic",
            "name": "Acrobatic",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "acrobatic_steps",
            "name": "Acrobatic Steps",
            "type": "general",
            "prerequisites": "Dex 15, Nimble Moves",
            "benefit": "Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "alertness",
            "name": "Alertness",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "alignment_channel",
            "name": "Alignment Channel",
            "type": "general",
            "prerequisites": "Ability to channel energy",
            "benefit": "Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "animal_affinity",
            "name": "Animal Affinity",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "athletic",
            "name": "Athletic",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "augment_summoning",
            "name": "Augment Summoning",
            "type": "general",
            "prerequisites": "Spell Focus (conjuration)",
            "benefit": "Each creature you conjure with any _summon_ spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "combat_casting",
            "name": "Combat Casting",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "command_undead",
            "name": "Command Undead",
            "type": "general",
            "prerequisites": "Channel negative energy class feature",
            "benefit": "As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of _control undead_. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deceitful",
            "name": "Deceitful",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deft_hands",
            "name": "Deft Hands",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "diehard",
            "name": "Diehard",
            "type": "general",
            "prerequisites": "Endurance",
            "benefit": "When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "elemental_channel",
            "name": "Elemental Channel",
            "type": "general",
            "prerequisites": "Channel energy class feature",
            "benefit": "Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "endurance",
            "name": "Endurance",
            "type": "general",
            "prerequisites": null,
            "benefit": "You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "eschew_materials",
            "name": "Eschew Materials",
            "type": "general",
            "prerequisites": null,
            "benefit": "You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_channel",
            "name": "Extra Channel",
            "type": "general",
            "prerequisites": "Channel energy class feature",
            "benefit": "You can channel energy two additional times per day.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_ki",
            "name": "Extra Ki",
            "type": "general",
            "prerequisites": "Ki pool class feature",
            "benefit": "Your _ki_ pool increases by 2.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_lay_on_hands",
            "name": "Extra Lay On Hands",
            "type": "general",
            "prerequisites": "Lay on hands class feature",
            "benefit": "You can use your lay on hands ability two additional times per day.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_mercy",
            "name": "Extra Mercy",
            "type": "general",
            "prerequisites": "Lay on hands class feature, mercy class feature",
            "benefit": "Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_performance",
            "name": "Extra Performance",
            "type": "general",
            "prerequisites": "Bardic performance class feature",
            "benefit": "You can use bardic performance for 6 additional rounds per day.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extra_rage",
            "name": "Extra Rage",
            "type": "general",
            "prerequisites": "Rage class feature",
            "benefit": "You can rage for 6 additional rounds per day.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "fleet",
            "name": "Fleet",
            "type": "general",
            "prerequisites": null,
            "benefit": "While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "great_fortitude",
            "name": "Great Fortitude",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Fortitude saving throws.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_spell_focus",
            "name": "Greater Spell Focus",
            "type": "general",
            "prerequisites": "Spell Focus",
            "benefit": "Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "greater_spell_penetration",
            "name": "Greater Spell Penetration",
            "type": "general",
            "prerequisites": "Spell Penetration",
            "benefit": "You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_channel",
            "name": "Improved Channel",
            "type": "general",
            "prerequisites": "Channel energy class feature",
            "benefit": "Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_counterspell",
            "name": "Improved Counterspell",
            "type": "general",
            "prerequisites": null,
            "benefit": "When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_familiar",
            "name": "Improved Familiar",
            "type": "general",
            "prerequisites": "Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below)",
            "benefit": "When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_great_fortitude",
            "name": "Improved Great Fortitude",
            "type": "general",
            "prerequisites": "Great Fortitude",
            "benefit": "Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_iron_will",
            "name": "Improved Iron Will",
            "type": "general",
            "prerequisites": "Iron Will",
            "benefit": "Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "improved_lightning_reflexes",
            "name": "Improved Lightning Reflexes",
            "type": "general",
            "prerequisites": "Lightning Reflexes",
            "benefit": "Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "iron_will",
            "name": "Iron Will",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Will saving throws.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "leadership",
            "name": "Leadership",
            "type": "general",
            "prerequisites": "Character level 7th",
            "benefit": "This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "lightning_reflexes",
            "name": "Lightning Reflexes",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Reflex saving throws.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "magical_aptitude",
            "name": "Magical Aptitude",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "master_craftsman",
            "name": "Master Craftsman",
            "type": "general",
            "prerequisites": "5 ranks in any Craft or Profession skill",
            "benefit": "Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "natural_spell",
            "name": "Natural Spell",
            "type": "general",
            "prerequisites": "Wis 13, wild shape class feature",
            "benefit": "You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "nimble_moves",
            "name": "Nimble Moves",
            "type": "general",
            "prerequisites": "Dex 13",
            "benefit": "Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "persuasive",
            "name": "Persuasive",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "run",
            "name": "Run",
            "type": "general",
            "prerequisites": null,
            "benefit": "When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "selective_channeling",
            "name": "Selective Channeling",
            "type": "general",
            "prerequisites": "Cha 13, channel energy class feature",
            "benefit": "When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "self_sufficient",
            "name": "Self-Sufficient",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "skill_focus",
            "name": "Skill Focus",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spell_focus",
            "name": "Spell Focus",
            "type": "general",
            "prerequisites": null,
            "benefit": "Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spell_mastery",
            "name": "Spell Mastery",
            "type": "general",
            "prerequisites": "1st-level wizard",
            "benefit": "Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spell_penetration",
            "name": "Spell Penetration",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stealthy",
            "name": "Stealthy",
            "type": "general",
            "prerequisites": null,
            "benefit": "You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "toughness",
            "name": "Toughness",
            "type": "general",
            "prerequisites": null,
            "benefit": "You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "turn_undead",
            "name": "Turn Undead",
            "type": "general",
            "prerequisites": "Channel positive energy class feature",
            "benefit": "You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "bleeding_critical",
            "name": "Bleeding Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +11",
            "benefit": "Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "blinding_critical",
            "name": "Blinding Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +15",
            "benefit": "Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by _heal_ , _regeneration_ , _remove blindness_ , or similar abilities.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "brew_potion",
            "name": "Brew Potion",
            "type": "item creation",
            "prerequisites": "Caster level 3rd",
            "benefit": "You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft_magic_arms_and_armor",
            "name": "Craft Magic Arms and Armor",
            "type": "item creation",
            "prerequisites": "Caster level 5th",
            "benefit": "You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft_rod",
            "name": "Craft Rod",
            "type": "item creation",
            "prerequisites": "Caster level 9th",
            "benefit": "You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft_staff",
            "name": "Craft Staff",
            "type": "item creation",
            "prerequisites": "Caster level 11th",
            "benefit": "You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft_wand",
            "name": "Craft Wand",
            "type": "item creation",
            "prerequisites": "Caster level 5th",
            "benefit": "You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft_wondrous_item",
            "name": "Craft Wondrous Item",
            "type": "item creation",
            "prerequisites": "Caster level 3rd",
            "benefit": "You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deafening_critical",
            "name": "Deafening Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +13",
            "benefit": "Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by _heal_ , _regeneration_ , _remove deafness_ , or a similar ability.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "empower_spell",
            "name": "Empower Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "enlarge_spell",
            "name": "Enlarge Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "exhausting_critical",
            "name": "Exhausting Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, Tiring Critical, base attack bonus +15",
            "benefit": "When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "extend_spell",
            "name": "Extend Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "forge_ring",
            "name": "Forge Ring",
            "type": "item creation",
            "prerequisites": "Caster level 7th",
            "benefit": "You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "heighten_spell",
            "name": "Heighten Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a _lesser globe of invulnerability_) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "maximize_spell",
            "name": "Maximize Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "quicken_spell",
            "name": "Quicken Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "scribe_scroll",
            "name": "Scribe Scroll",
            "type": "item creation",
            "prerequisites": "Caster level 1st",
            "benefit": "You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "sickening_critical",
            "name": "Sickening Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +11",
            "benefit": "Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "silent_spell",
            "name": "Silent Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "staggering_critical",
            "name": "Staggering Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +13",
            "benefit": "Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "still_spell",
            "name": "Still Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stunning_critical",
            "name": "Stunning Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, Staggering Critical, base attack bonus +17",
            "benefit": "Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "tiring_critical",
            "name": "Tiring Critical",
            "type": "critical",
            "prerequisites": "Critical Focus, base attack bonus +13",
            "benefit": "Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "widen_spell",
            "name": "Widen Spell",
            "type": "metamagic",
            "prerequisites": null,
            "benefit": "You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          }
        ]
      },
      "equipment": {
        "label": "Equipment",
        "color": "#7f8c8d",
        "displayField": "name",
        "searchFields": [
          "name",
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        ],
        "tag": {
          "field": "category"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{category}",
            "{price}"
          ],
          "description": null
        },
        "linkPath": null,
        "count": 241,
        "items": [
          {
            "name": "Backpack (empty)",
            "price": "2 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Barrel (empty)",
            "price": "2 gp",
            "weight": "30 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Basket (empty)",
            "price": "4 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Bedroll",
            "price": "1 sp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Bell",
            "price": "1 gp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Blanket, winter",
            "price": "5 sp",
            "weight": "3 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Block and tackle",
            "price": "5 gp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Bottle, glass",
            "price": "2 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Bucket (empty)",
            "price": "5 sp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Caltrops",
            "price": "1 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Candle",
            "price": "1 cp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Canvas (sq. yd.)",
            "price": "1 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Case, map or scroll",
            "price": "1 gp",
            "weight": "1/2 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Chain (10 ft.)",
            "price": "30 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Chalk, 1 piece",
            "price": "1 cp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Chest (empty)",
            "price": "2 gp",
            "weight": "25 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Crowbar",
            "price": "2 gp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Firewood (per day)",
            "price": "1 cp",
            "weight": "20 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Fishhook",
            "price": "1 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Fishing net, 25 sq. ft.",
            "price": "4 gp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Flask (empty)",
            "price": "3 cp",
            "weight": "1-1/2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Flint and steel",
            "price": "1 gp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Grappling hook",
            "price": "1 gp",
            "weight": "4 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Hammer",
            "price": "5 sp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Hourglass",
            "price": "25 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Ink (1 oz. vial)",
            "price": "8 gp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Inkpen",
            "price": "1 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Jug, clay",
            "price": "3 cp",
            "weight": "9 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Ladder, 10-foot",
            "price": "2 sp",
            "weight": "20 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lamp, common",
            "price": "1 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lantern, bullseye",
            "price": "12 gp",
            "weight": "3 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lantern, hooded",
            "price": "7 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lock, Simple",
            "price": "20 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lock, Average",
            "price": "40 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lock, Good",
            "price": "80 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Lock, Superior",
            "price": "150 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Manacles",
            "price": "15 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Manacles, masterwork",
            "price": "50 gp",
            "weight": "2 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Mirror, small steel",
            "price": "10 gp",
            "weight": "1/2 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Mug/Tankard, clay",
            "price": "2 cp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Oil (1-pint flask)",
            "price": "1 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Paper (sheet)",
            "price": "4 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Parchment (sheet)",
            "price": "2 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Pick, miner's",
            "price": "3 gp",
            "weight": "10 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Pitcher, clay",
            "price": "2 cp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Piton",
            "price": "1 sp",
            "weight": "1/2 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Pole, 10-foot",
            "price": "5 cp",
            "weight": "8 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Pot, iron",
            "price": "8 sp",
            "weight": "4 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Pouch, belt (empty)",
            "price": "1 gp",
            "weight": "1/2 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Ram, portable",
            "price": "10 gp",
            "weight": "20 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Rations, trail (per day)",
            "price": "5 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Rope, hemp (50 ft.)",
            "price": "1 gp",
            "weight": "10 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Rope, silk (50 ft.)",
            "price": "10 gp",
            "weight": "5 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Sack (empty)",
            "price": "1 sp",
            "weight": "1/2 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Sealing wax",
            "price": "1 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Sewing needle",
            "price": "5 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Shovel or spade",
            "price": "2 gp",
            "weight": "8 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Signal whistle",
            "price": "8 sp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Signet ring",
            "price": "5 gp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Sledge",
            "price": "1 gp",
            "weight": "10 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Soap (per lb.)",
            "price": "5 sp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Spyglass",
            "price": "1,000 gp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Tent",
            "price": "10 gp",
            "weight": "20 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Torch",
            "price": "1 cp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Vial, ink or potion",
            "price": "1 gp",
            "weight": null,
            "category": "adventuring-gear"
          },
          {
            "name": "Water clock",
            "price": "1,000 gp",
            "weight": "200 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Waterskin",
            "price": "1 gp",
            "weight": "4 lbs.",
            "category": "adventuring-gear"
          },
          {
            "name": "Whetstone",
            "price": "2 cp",
            "weight": "1 lb.",
            "category": "adventuring-gear"
          },
          {
            "name": "Armor Spikes",
            "category": "armor",
            "price": "+50 gp",
            "weight": "+10 lbs.",
            "description": "You can have spikes added to your armor, which allow you to deal extra piercing damage (see \"spiked armor\" on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "—",
                "Maximum Dex Bonus": "—",
                "Arcane Spell Failure Chance": "—",
                "Armor Type": "Extras",
                "Armor Bonus": "—",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              },
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Banded Mail",
            "category": "armor",
            "price": "250 gp",
            "weight": "35 lbs.",
            "description": "Banded mail is made up of overlapping strips of metal, fastened to a leather backing. The suit includes gauntlets.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–6",
                "Maximum Dex Bonus": "+1",
                "Arcane Spell Failure Chance": "35%",
                "Armor Type": "Heavy armor",
                "Armor Bonus": "+7",
                "Speed (20 ft.)": "15 ft.2",
                "Speed (30 ft.)": "20 ft.2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Breastplate",
            "category": "armor",
            "price": "200 gp",
            "weight": "30 lbs.",
            "description": "Covering only the torso, a breastplate is made up of a single piece of sculpted metal.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–4",
                "Maximum Dex Bonus": "+3",
                "Arcane Spell Failure Chance": "25%",
                "Armor Type": "Medium armor",
                "Armor Bonus": "+6",
                "Speed (20 ft.)": "15 ft.",
                "Speed (30 ft.)": "20 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Buckler",
            "category": "armor",
            "price": "5 gp",
            "weight": "5 lbs.",
            "description": "This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–1",
                "Maximum Dex Bonus": "—",
                "Shield Bonus": "+1",
                "Arcane Spell Failure Chance": "5%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Chain Shirt",
            "category": "armor",
            "price": "100 gp",
            "weight": "25 lbs.",
            "description": "Covering the torso, this shirt is made up of thousands of interlocking metal rings.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–2",
                "Maximum Dex Bonus": "+4",
                "Arcane Spell Failure Chance": "20%",
                "Armor Type": "Light armor",
                "Armor Bonus": "+4",
                "Speed (20 ft.)": "20 ft.",
                "Speed (30 ft.)": "30 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Chainmail",
            "category": "armor",
            "price": "150 gp",
            "weight": "40 lbs.",
            "description": "Unlike a chain shirt, chainmail covers the legs and arms of the wearer. The suit includes gauntlets.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–5",
                "Maximum Dex Bonus": "+2",
                "Arcane Spell Failure Chance": "30%",
                "Armor Type": "Medium armor",
                "Armor Bonus": "+6",
                "Speed (20 ft.)": "15 ft.",
                "Speed (30 ft.)": "20 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Full Plate",
            "category": "armor",
            "price": "1,500 gp",
            "weight": "50 lbs.",
            "description": "This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–6",
                "Maximum Dex Bonus": "+1",
                "Arcane Spell Failure Chance": "35%",
                "Armor Type": "Heavy armor",
                "Armor Bonus": "+9",
                "Speed (20 ft.)": "15 ft.2",
                "Speed (30 ft.)": "20 ft.2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Gauntlet, Locked",
            "category": "armor",
            "price": "8 gp",
            "weight": "+5 lbs.",
            "description": "This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus to your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.\n\nThe price given is for a single locked gauntlet. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.\n\nWhile the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)\n\nLike a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "special",
                "Maximum Dex Bonus": "—",
                "Arcane Spell Failure Chance": "n/a4",
                "Armor Type": "Extras",
                "Armor Bonus": "—",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Half-Plate",
            "category": "armor",
            "price": "600 gp",
            "weight": "50 lbs.",
            "description": "Combining elements of full plate and chainmail, half-plate includes gauntlets and a helm.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–7",
                "Maximum Dex Bonus": "+0",
                "Arcane Spell Failure Chance": "40%",
                "Armor Type": "Heavy armor",
                "Armor Bonus": "+8",
                "Speed (20 ft.)": "15 ft.2",
                "Speed (30 ft.)": "20 ft.2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Hide",
            "category": "armor",
            "price": "15 gp",
            "weight": "25 lbs.",
            "description": "Hide armor is made up of the tanned and preserved skin of any thick-hided beast.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–3",
                "Maximum Dex Bonus": "+4",
                "Arcane Spell Failure Chance": "20%",
                "Armor Type": "Medium armor",
                "Armor Bonus": "+4",
                "Speed (20 ft.)": "15 ft.",
                "Speed (30 ft.)": "20 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Leather",
            "category": "armor",
            "price": "10 gp",
            "weight": "15 lbs.",
            "description": "Leather armor is made up of pieces of hard boiled leather carefully sewn together.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "0",
                "Maximum Dex Bonus": "+6",
                "Arcane Spell Failure Chance": "10%",
                "Armor Type": "Light armor",
                "Armor Bonus": "+2",
                "Speed (20 ft.)": "20 ft.",
                "Speed (30 ft.)": "30 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Padded",
            "category": "armor",
            "price": "5 gp",
            "weight": "10 lbs.",
            "description": "Little more than heavy, quilted cloth, this armor provides only the most basic protection.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "0",
                "Maximum Dex Bonus": "+8",
                "Arcane Spell Failure Chance": "5%",
                "Armor Type": "Light armor",
                "Armor Bonus": "+1",
                "Speed (20 ft.)": "20 ft.",
                "Speed (30 ft.)": "30 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Scale Mail",
            "category": "armor",
            "price": "50 gp",
            "weight": "30 lbs.",
            "description": "Scale mail is made up of dozens of small overlapping metal plates. The suit includes gauntlets.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–4",
                "Maximum Dex Bonus": "+3",
                "Arcane Spell Failure Chance": "25%",
                "Armor Type": "Medium armor",
                "Armor Bonus": "+5",
                "Speed (20 ft.)": "15 ft.",
                "Speed (30 ft.)": "20 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Heavy; Wooden",
            "category": "armor",
            "price": "7 gp",
            "weight": "10 lbs.",
            "description": "You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–2",
                "Maximum Dex Bonus": "—",
                "Shield Bonus": "+2",
                "Arcane Spell Failure Chance": "15%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              },
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Heavy; Steel",
            "category": "armor",
            "price": "20 gp",
            "weight": "15 lbs.",
            "description": "You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–2",
                "Maximum Dex Bonus": "—",
                "Shield Bonus": "+2",
                "Arcane Spell Failure Chance": "15%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              },
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Light; Wooden",
            "category": "armor",
            "price": "3 gp",
            "weight": "5 lbs.",
            "description": "You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–1",
                "Maximum Dex Bonus": "—",
                "Shield Bonus": "+1",
                "Arcane Spell Failure Chance": "5%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Light; Steel",
            "category": "armor",
            "price": "9 gp",
            "weight": "6 lbs.",
            "description": "You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–1",
                "Maximum Dex Bonus": "—",
                "Shield Bonus": "+1",
                "Arcane Spell Failure Chance": "5%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Tower",
            "category": "armor",
            "price": "30 gp",
            "weight": "45 lbs.",
            "description": "This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.\n\nWhen employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–10",
                "Maximum Dex Bonus": "+2",
                "Shield Bonus": "+43",
                "Arcane Spell Failure Chance": "50%",
                "Armor Type": "Shields",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield Spikes",
            "category": "armor",
            "price": "+10 gp",
            "weight": "+5 lbs.",
            "description": "These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see \"spiked shields\" on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.\n\nAn enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "—",
                "Maximum Dex Bonus": "—",
                "Arcane Spell Failure Chance": "—",
                "Armor Type": "Extras",
                "Armor Bonus": "—",
                "Speed (20 ft.)": "—",
                "Speed (30 ft.)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Splint Mail",
            "category": "armor",
            "price": "200 gp",
            "weight": "45 lbs.",
            "description": "Splint mail is made up of metal strips, like banded mail. The suit includes gauntlets.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–7",
                "Maximum Dex Bonus": "+0",
                "Arcane Spell Failure Chance": "40%",
                "Armor Type": "Heavy armor",
                "Armor Bonus": "+7",
                "Speed (20 ft.)": "15 ft.2",
                "Speed (30 ft.)": "20 ft.2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Studded Leather",
            "category": "armor",
            "price": "25 gp",
            "weight": "20 lbs.",
            "description": "Similar to leather armor, this suit is reinforced with small metal studs.",
            "stats": {
              "Armor": {
                "Armor Check Penalty": "–1",
                "Maximum Dex Bonus": "+5",
                "Arcane Spell Failure Chance": "15%",
                "Armor Type": "Light armor",
                "Armor Bonus": "+3",
                "Speed (20 ft.)": "20 ft.",
                "Speed (30 ft.)": "30 ft."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Artisan's Outfit",
            "category": "clothing",
            "price": "1 gp",
            "weight": "4 lbs.1",
            "description": "This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Cleric's Vestments",
            "category": "clothing",
            "price": "5 gp",
            "weight": "6 lbs.1",
            "description": "These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Cold-Weather Outfit",
            "category": "clothing",
            "price": "8 gp",
            "weight": "7 lbs.1",
            "description": "This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Courtier's Outfit",
            "category": "clothing",
            "price": "30 gp",
            "weight": "6 lbs.1",
            "description": "This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Entertainer's Outfit",
            "category": "clothing",
            "price": "3 gp",
            "weight": "4 lbs.1",
            "description": "This set of flashy--perhaps even gaudy--clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Explorer's Outfit",
            "category": "clothing",
            "price": "10 gp",
            "weight": "8 lbs.1",
            "description": "This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Monk's Outfit",
            "category": "clothing",
            "price": "5 gp",
            "weight": "2 lbs.1",
            "description": "This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Noble's Outfit",
            "category": "clothing",
            "price": "75 gp",
            "weight": "10 lbs.1",
            "description": "These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Peasant's Outfit",
            "category": "clothing",
            "price": "1 sp",
            "weight": "2 lbs.1",
            "description": "This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Royal Outfit",
            "category": "clothing",
            "price": "200 gp",
            "weight": "15 lbs.1",
            "description": "This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Scholar's Outfit",
            "category": "clothing",
            "price": "5 gp",
            "weight": "6 lbs.1",
            "description": "Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Traveler's Outfit",
            "category": "clothing",
            "price": "1 gp",
            "weight": "5 lbs.1",
            "description": "This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.",
            "stats": {
              "null": {
                "Gear Type": "Clothing"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Inn",
            "category": "food-lodging",
            "price": "",
            "weight": "",
            "description": "Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.",
            "stats": {
              "Poor": {
                "Price": "2 sp/per day"
              },
              "null": {
                "Gear Type": "Food, Drink, and Lodging",
                "Weight": "—"
              },
              "Good": {
                "Price": "2 gp/per day"
              },
              "Common": {
                "Price": "5 sp/per day"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Meals",
            "category": "food-lodging",
            "price": "",
            "weight": "",
            "description": "Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.",
            "stats": {
              "Poor": {
                "Price": "1 sp/per day",
                "Weight": "—"
              },
              "Good": {
                "Price": "5 sp/per day",
                "Weight": "—"
              },
              "Wine, Fine": {
                "Price": "10 gp/bottle",
                "Weight": "1-1/2 lbs."
              },
              "Ale, Gallon": {
                "Price": "2 sp",
                "Weight": "8 lbs."
              },
              "Meat, Chunk of": {
                "Price": "3 sp",
                "Weight": "1/2 lb."
              },
              "Wine, Common": {
                "Price": "2 sp/pitcher",
                "Weight": "6 lbs."
              },
              "Bread, Loaf of": {
                "Price": "2 cp",
                "Weight": "1/2 lb."
              },
              "Ale, Mug": {
                "Price": "4 cp",
                "Weight": "1 lb."
              },
              "Cheese, Hunk of": {
                "Price": "1 sp",
                "Weight": "1/2 lb."
              },
              "null": {
                "Gear Type": "Food, Drink, and Lodging"
              },
              "Banquet": {
                "Price": "10 gp/per person",
                "Weight": "—"
              },
              "Common": {
                "Price": "3 sp/per day",
                "Weight": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Barding, Medium Creature and Large Creature",
            "category": "mount",
            "price": "",
            "weight": "",
            "description": "Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.\n\nArmor for a horse (a Large nonhumanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much (see Table: Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.\n\nFlying mounts can't fly in medium or heavy barding.\n\nRemoving and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than a rider and normal saddlebags.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              },
              "Large Creature": {
                "Price": "×42",
                "Weight": "×22"
              },
              "Medium Creature": {
                "Price": "×22",
                "Weight": "×12"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Bit and Bridle",
            "category": "mount",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "This is headgear used by a rider to control a mount. Bit and bridles for horses, ponies, and riding dogs can be readily purchased in most settlements and bits and bridles can be crafted for any creature that serves as a mount.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Dog, Guard",
            "category": "mount",
            "price": "25 gp",
            "weight": "—",
            "description": "This Small, combat-trained dog is bred for battle; breeders favor strength, a thick body, and a low center of gravity. Guard dogs are sold in most large cities and some cultures use them for sport fighting or in some armies' special infantry.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Dog, Riding",
            "category": "mount",
            "price": "150 gp",
            "weight": "—",
            "description": "This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a combat-trained horse. Due to its smaller stature, you take no damage when you fall from a riding dog.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Donkey or Mule",
            "category": "mount",
            "price": "8 gp",
            "weight": "—",
            "description": "Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Feed",
            "category": "mount",
            "price": "5 cp/per day",
            "weight": "10 lbs.",
            "description": "Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is better. If you have a riding dog, you have to feed it meat.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Horse",
            "category": "mount",
            "price": "",
            "weight": "",
            "description": "A horse is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.\n\nA war-trained horse can be ridden into combat without danger. See the Handle Animal skill for a list of tricks known by horses and ponies with combat training.",
            "stats": {
              "Heavy": {
                "Price": "200 gp"
              },
              "Pony": {
                "Price": "30 gp"
              },
              "Light": {
                "Price": "75 gp"
              },
              "Heavy, Combat Trained": {
                "Price": "300 gp"
              },
              "null": {
                "Gear Type": "Mounts and Related Gear",
                "Weight": "—"
              },
              "Light, Combat Trained": {
                "Price": "110 gp"
              },
              "Pony, Combat Trained": {
                "Price": "45 gp"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Saddlebags",
            "category": "mount",
            "price": "4 gp",
            "weight": "8 lbs.",
            "description": "These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pound of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Saddle, Exotic",
            "category": "mount",
            "price": "",
            "weight": "",
            "description": "An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.",
            "stats": {
              "Riding": {
                "Price": "30 gp",
                "Weight": "30 lbs."
              },
              "null": {
                "Gear Type": "Mounts and Related Gear"
              },
              "Pack": {
                "Price": "15 gp",
                "Weight": "20 lbs."
              },
              "Military": {
                "Price": "60 gp",
                "Weight": "40 lbs."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Saddle, Military",
            "category": "mount",
            "price": "20 gp",
            "weight": "30 lbs.",
            "description": "This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Saddle, Pack",
            "category": "mount",
            "price": "5 gp",
            "weight": "15 lbs.",
            "description": "A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Saddle, Riding",
            "category": "mount",
            "price": "10 gp",
            "weight": "25 lbs.",
            "description": "If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in the saddle.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Stabling",
            "category": "mount",
            "price": "5 sp/per day",
            "weight": "—",
            "description": "This is the amount it costs to stable a single creature that is Large or smaller for one day, at a typical stable or hostler. Particularly fancy stables may cost more, and larger or more exotic creatures cost double.",
            "stats": {
              "null": {
                "Gear Type": "Mounts and Related Gear"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Coach Cab",
            "category": "service",
            "price": "3 cp per mile",
            "weight": "",
            "description": "The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Hireling, Trained",
            "category": "service",
            "price": "3 sp per day",
            "weight": "",
            "description": "The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Hireling, Untrained",
            "category": "service",
            "price": "1 sp per day",
            "weight": "",
            "description": "The amount shown is the typical daily wage for laborers, maids, and other menial workers.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Messenger",
            "category": "service",
            "price": "2 cp per mile",
            "weight": "",
            "description": "This includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Road or Gate Toll",
            "category": "service",
            "price": "1 cp",
            "weight": "",
            "description": "A toll is sometimes charged to cross a well-kept and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large, walled city charges a toll to enter or exit (or sometimes just to enter).",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Ship's Passage",
            "category": "service",
            "price": "1 sp per mile",
            "weight": "",
            "description": "Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spellcasting",
            "category": "service",
            "price": "Caster level × spell level × 10 gp3",
            "weight": "",
            "description": "The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no.\n\nThe cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.\n\nFurthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.\n\nIn addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.",
            "stats": {
              "null": {
                "Gear Type": "Spellcasting and Services"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Acid (flask)",
            "price": "10 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Alchemist's fire (flask)",
            "price": "20 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Antitoxin (vial)",
            "price": "50 gp",
            "weight": null,
            "category": "special-substance"
          },
          {
            "name": "Everburning torch",
            "price": "110 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Holy water (flask)",
            "price": "25 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Smokestick",
            "price": "20 gp",
            "weight": "1/2 lb.",
            "category": "special-substance"
          },
          {
            "name": "Sunrod",
            "price": "2 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Tanglefoot bag",
            "price": "50 gp",
            "weight": "4 lbs.",
            "category": "special-substance"
          },
          {
            "name": "Thunderstone",
            "price": "30 gp",
            "weight": "1 lb.",
            "category": "special-substance"
          },
          {
            "name": "Tindertwig",
            "price": "1 gp",
            "weight": null,
            "category": "special-substance"
          },
          {
            "name": "Alchemist's Lab",
            "category": "tool",
            "price": "200 gp",
            "weight": "40 lbs.",
            "description": "This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Artisan's Tools",
            "category": "tool",
            "price": "5 gp",
            "weight": "5 lbs.",
            "description": "These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Artisan's Tools, Masterwork",
            "category": "tool",
            "price": "55 gp",
            "weight": "5 lbs.",
            "description": "These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Climber's Kit",
            "category": "tool",
            "price": "80 gp",
            "weight": "5 lbs.1",
            "description": "These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Disguise Kit",
            "category": "tool",
            "price": "50 gp",
            "weight": "8 lbs.1",
            "description": "The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Healer's Kit",
            "category": "tool",
            "price": "50 gp",
            "weight": "1 lb.",
            "description": "This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Holly and Mistletoe",
            "category": "tool",
            "price": "—",
            "weight": "—",
            "description": "Druids commonly use these plants as divine focuses when casting spells.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Holy Symbol, Silver or Wooden",
            "category": "tool",
            "price": "",
            "weight": "",
            "description": "A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.",
            "stats": {
              "Wooden": {
                "Price": "1 gp",
                "Weight": "—"
              },
              "null": {
                "Gear Type": "Tools and Skill Kits"
              },
              "Silver": {
                "Price": "25 gp",
                "Weight": "1 lb."
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Magnifying Glass",
            "category": "tool",
            "price": "100 gp",
            "weight": "—",
            "description": "This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires bright light, such as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Musical Instrument, Common or Masterwork",
            "category": "tool",
            "price": "",
            "weight": "",
            "description": "A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits",
                "Weight": "3 lbs.1"
              },
              "Masterwork": {
                "Price": "100 gp"
              },
              "Common": {
                "Price": "5 gp"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Scale, Merchant's",
            "category": "tool",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "A merchant's scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spell Component Pouch",
            "category": "tool",
            "price": "5 gp",
            "weight": "2 lbs.",
            "description": "A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spellbook, Wizard's",
            "category": "tool",
            "price": "15 gp/blank",
            "weight": "3 lbs.",
            "description": "A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Thieves' Tools",
            "category": "tool",
            "price": "30 gp",
            "weight": "1 lb.",
            "description": "This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a -2 circumstance penalty on Disable Device checks.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Thieves' Tools, Masterwork",
            "category": "tool",
            "price": "100 gp",
            "weight": "2 lbs.",
            "description": "This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Tool, Masterwork",
            "category": "tool",
            "price": "50 gp",
            "weight": "1 lb.",
            "description": "This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.",
            "stats": {
              "null": {
                "Gear Type": "Tools and Skill Kits"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Carriage",
            "category": "transport",
            "price": "100 gp",
            "weight": "600 lbs.",
            "description": "This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Cart",
            "category": "transport",
            "price": "15 gp",
            "weight": "200 lbs.",
            "description": "This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Galley",
            "category": "transport",
            "price": "30,000 gp",
            "weight": "—",
            "description": "This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Keelboat",
            "category": "transport",
            "price": "3,000 gp",
            "weight": "—",
            "description": "This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of 8 to 15 and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Longship",
            "category": "transport",
            "price": "10,000 gp",
            "weight": "—",
            "description": "This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Rowboat",
            "category": "transport",
            "price": "50 gp",
            "weight": "100 lbs.",
            "description": "This 8- to 12-foot-long boat with two oars holds two or three Medium passengers. It moves about 1-1/2 miles per hour.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Oar",
            "category": "transport",
            "price": "2 gp",
            "weight": "10 lbs.",
            "description": "A standard wooden oar used to propel a boat.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sailing Ship",
            "category": "transport",
            "price": "10,000 gp",
            "weight": "—",
            "description": "This large, seaworthy ship is 75 to 90 feet long and 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sled",
            "category": "transport",
            "price": "20 gp",
            "weight": "300 lbs.",
            "description": "This is a wagon on runners for snow and ice travel. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Wagon",
            "category": "transport",
            "price": "35 gp",
            "weight": "400 lbs.",
            "description": "A four-wheeled, open vehicle for transporting heavy loads. Two horses (or other beasts of burden) must draw it. A wagon comes with the harness needed to pull it.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Warship",
            "category": "transport",
            "price": "25,000 gp",
            "weight": "—",
            "description": "This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.",
            "stats": {
              "null": {
                "Gear Type": "Transport"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Arrows",
            "category": "weapon",
            "price": "1 gp/20",
            "weight": "3 lbs.",
            "description": "An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.",
            "stats": {
              "Weapon": {
                "Proficiency": "Martial Weapons",
                "Weapon Class": "Ranged Weapons"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Axe, Orc Double",
            "category": "weapon",
            "price": "60 gp",
            "weight": "15 lbs.",
            "description": "A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "double",
                "Dmg (S)": "1d6/1d6",
                "Proficiency": "Exotic Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8/1d8",
                "Dmg (L)": "2d6/2d6",
                "Type": "S",
                "Dmg (T)": "1d4/1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Battleaxe",
            "category": "weapon",
            "price": "10 gp",
            "weight": "6 lbs.",
            "description": "The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "S",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Blowgun",
            "category": "weapon",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poison.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1",
                "Proficiency": "Simple Weapons",
                "Range": "20 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d2",
                "Dmg (L)": "1d3",
                "Type": "P",
                "Dmg (T)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Blowgun Darts",
            "category": "weapon",
            "price": "5 sp/10",
            "weight": "—",
            "description": "The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.",
            "stats": {
              "Weapon": {
                "Proficiency": "Simple Weapons",
                "Weapon Class": "Ranged Weapons"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Bolas",
            "category": "weapon",
            "price": "5 gp",
            "weight": "2 lbs.",
            "description": "A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Special": "nonlethal, trip",
                "Dmg (S)": "1d3",
                "Proficiency": "Exotic Weapons",
                "Range": "10 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Bolts",
            "category": "weapon",
            "price": "1 gp/5",
            "weight": "1 lb.",
            "description": "A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Proficiency": "Exotic Weapons"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Bullets, Sling",
            "category": "weapon",
            "price": "1 sp/10",
            "weight": "5 lbs.",
            "description": "Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Proficiency": "Exotic Weapons"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Chain, Spiked",
            "category": "weapon",
            "price": "25 gp",
            "weight": "10 lbs.",
            "description": "A spiked chain is about 4 feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "disarm, trip",
                "Dmg (S)": "1d6",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "2d4",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Club",
            "category": "weapon",
            "price": "—",
            "weight": "3 lbs.",
            "description": "This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Simple Weapons",
                "Range": "10 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "B",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Crossbow, Hand",
            "category": "weapon",
            "price": "100 gp",
            "weight": "2 lbs.",
            "description": "You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.\n\nYou can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Exotic Weapons",
                "Range": "30 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Crossbow, Heavy",
            "category": "weapon",
            "price": "50 gp",
            "weight": "8 lbs.",
            "description": "You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.\n\nNormally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Simple Weapons",
                "Range": "120 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "P",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Crossbow, Light",
            "category": "weapon",
            "price": "35 gp",
            "weight": "4 lbs.",
            "description": "You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.\n\nNormally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Simple Weapons",
                "Range": "80 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Crossbow, Repeating Heavy",
            "category": "weapon",
            "price": "400 gp",
            "weight": "12 lbs.",
            "description": "The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.\n\nYou can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Exotic Weapons",
                "Range": "120 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "P",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Crossbow, Repeating Light",
            "category": "weapon",
            "price": "250 gp",
            "weight": "6 lbs.",
            "description": "The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.\n\nYou can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Exotic Weapons",
                "Range": "80 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Curve Blade, Elven",
            "category": "weapon",
            "price": "80 gp",
            "weight": "7 lbs.",
            "description": "Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.\n\nYou can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn't a light weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Exotic Weapons",
                "Critical": "18–20/×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Dagger",
            "category": "weapon",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Simple Weapons",
                "Range": "10 ft.",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P or S",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Dagger, Punching",
            "category": "weapon",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Simple Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Dart",
            "category": "weapon",
            "price": "5 sp",
            "weight": "1/2 lb.",
            "description": "This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Simple Weapons",
                "Range": "20 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Falchion",
            "category": "weapon",
            "price": "75 gp",
            "weight": "8 lbs.",
            "description": "This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "18–20/×2",
                "Dmg (M)": "2d4",
                "Dmg (L)": "2d6",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Flail",
            "category": "weapon",
            "price": "8 gp",
            "weight": "5 lbs.",
            "description": "A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Special": "disarm, trip",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "B",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Flail, Dire",
            "category": "weapon",
            "price": "90 gp",
            "weight": "10 lbs.",
            "description": "A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "disarm, double, trip",
                "Dmg (S)": "1d6/1d6",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d8/1d8",
                "Dmg (L)": "2d6/2d6",
                "Type": "B",
                "Dmg (T)": "1d4/1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Flail, Heavy",
            "category": "weapon",
            "price": "15 gp",
            "weight": "10 lbs.",
            "description": "Similar to a flail, a heavy flail has a larger metal ball and a longer handle.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "disarm, trip",
                "Dmg (S)": "1d8",
                "Proficiency": "Martial Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "B",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Gauntlet",
            "category": "weapon",
            "price": "2 gp",
            "weight": "1 lb.",
            "description": "This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Unarmed Attacks",
                "Dmg (S)": "1d2",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d3",
                "Dmg (L)": "1d4",
                "Type": "B",
                "Dmg (T)": "1"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Gauntlet, Spiked",
            "category": "weapon",
            "price": "5 gp",
            "weight": "1 lb.",
            "description": "The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Glaive",
            "category": "weapon",
            "price": "8 gp",
            "weight": "10 lbs.",
            "description": "A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "reach",
                "Dmg (S)": "1d8",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Greataxe",
            "category": "weapon",
            "price": "20 gp",
            "weight": "12 lbs.",
            "description": "This two-handed battle axe is heavy enough that you can't wield it with one hand. The head may have one blade or two, and may be \"bearded\" (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Dmg (S)": "1d10",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d12",
                "Dmg (L)": "3d6",
                "Type": "S",
                "Dmg (T)": "1d10"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Greatclub",
            "category": "weapon",
            "price": "5 gp",
            "weight": "8 lbs.",
            "description": "This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "B",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Greatsword",
            "category": "weapon",
            "price": "50 gp",
            "weight": "8 lbs.",
            "description": "This immense two-handed sword is about 5 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Dmg (S)": "1d10",
                "Proficiency": "Martial Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "2d6",
                "Dmg (L)": "3d6",
                "Type": "S",
                "Dmg (T)": "1d8"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Guisarme",
            "category": "weapon",
            "price": "9 gp",
            "weight": "12 lbs.",
            "description": "A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "reach, trip",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "2d4",
                "Dmg (L)": "2d6",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Halberd",
            "category": "weapon",
            "price": "10 gp",
            "weight": "12 lbs.",
            "description": "A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "brace, trip",
                "Dmg (S)": "1d8",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "P or S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Hammer, Gnome Hooked",
            "category": "weapon",
            "price": "20 gp",
            "weight": "6 lbs.",
            "description": "A gnome hooked hammer is a double weapon--an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "double, trip",
                "Dmg (S)": "1d6/1d4",
                "Proficiency": "Exotic Weapons",
                "Critical": "×3/×4",
                "Dmg (M)": "1d8/1d6",
                "Dmg (L)": "2d6/1d8",
                "Type": "B or P",
                "Dmg (T)": "1d4/1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Handaxe",
            "category": "weapon",
            "price": "6 gp",
            "weight": "3 lbs.",
            "description": "This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "S",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Heavy Pick",
            "category": "weapon",
            "price": "8 gp",
            "weight": "6 lbs.",
            "description": "This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×4",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Javelin",
            "category": "weapon",
            "price": "1 gp",
            "weight": "2 lbs.",
            "description": "A javelin is a thin throwing spear . Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Simple Weapons",
                "Range": "30 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Kama",
            "category": "weapon",
            "price": "2 gp",
            "weight": "2 lbs.",
            "description": "Similar to a sickle, a kama is a short, curved blade attached to a simple handle.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "monk, trip",
                "Dmg (S)": "1d4",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "S",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Kukri",
            "category": "weapon",
            "price": "8 gp",
            "weight": "2 lbs.",
            "description": "A kukri is a curved blade, about 1 foot in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "18–20/×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "S",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Lance",
            "category": "weapon",
            "price": "10 gp",
            "weight": "10 lbs.",
            "description": "A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "reach",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Light Hammer",
            "category": "weapon",
            "price": "1 gp",
            "weight": "2 lbs.",
            "description": "A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Range": "20 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Light Pick",
            "category": "weapon",
            "price": "4 gp",
            "weight": "3 lbs.",
            "description": "This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "×4",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Longbow",
            "category": "weapon",
            "price": "75 gp",
            "weight": "3 lbs.",
            "description": "At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Range": "100 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Longbow, Composite",
            "category": "weapon",
            "price": "100 gp",
            "weight": "3 lbs.",
            "description": "You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.\n\nFor purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Range": "110 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Longspear",
            "category": "weapon",
            "price": "5 gp",
            "weight": "9 lbs.",
            "description": "A longspear is about 8 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "brace, reach",
                "Dmg (S)": "1d6",
                "Proficiency": "Simple Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Longsword",
            "category": "weapon",
            "price": "15 gp",
            "weight": "4 lbs.",
            "description": "This sword is about 3-1/2 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "S",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Mace",
            "category": "weapon",
            "price": "5 gp",
            "weight": "4 lbs.",
            "description": "A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "B",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Mace, Heavy",
            "category": "weapon",
            "price": "12 gp",
            "weight": "8 lbs.",
            "description": "A heavy mace has a larger head and a longer handle than a normal mace.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "B",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Morningstar",
            "category": "weapon",
            "price": "8 gp",
            "weight": "6 lbs.",
            "description": "A morningstar is a spiked metal ball, affixed to the top of a long handle.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "B and P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Net",
            "category": "weapon",
            "price": "20 gp",
            "weight": "6 lbs.",
            "description": "A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.\n\nAn entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.\n\nA net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.",
            "stats": {
              "Weapon": {
                "Proficiency": "Exotic Weapons",
                "Weapon Class": "Ranged Weapons",
                "Range": "10 ft.",
                "Hit Points": "5",
                "Burst": "DC 25 Strength Check"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Nunchaku",
            "category": "weapon",
            "price": "2 gp",
            "weight": "2 lbs.",
            "description": "A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "disarm, monk",
                "Dmg (S)": "1d4",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "B",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Quarterstaff",
            "category": "weapon",
            "price": "—",
            "weight": "4 lbs.",
            "description": "A quarterstaff is a simple piece of wood, about 5 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "double, monk",
                "Dmg (S)": "1d4/1d4",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6/1d6",
                "Dmg (L)": "1d8/1d8",
                "Type": "B",
                "Dmg (T)": "1d3/1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Ranseur",
            "category": "weapon",
            "price": "10 gp",
            "weight": "12 lbs.",
            "description": "Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "disarm, reach",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "2d4",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Rapier",
            "category": "weapon",
            "price": "20 gp",
            "weight": "2 lbs.",
            "description": "You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "18–20/×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sai",
            "category": "weapon",
            "price": "1 gp",
            "weight": "1 lb.",
            "description": "A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "disarm, monk",
                "Dmg (S)": "1d3",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sap",
            "category": "weapon",
            "price": "1 gp",
            "weight": "2 lbs.",
            "description": "This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "nonlethal",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "B",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Scimitar",
            "category": "weapon",
            "price": "15 gp",
            "weight": "4 lbs.",
            "description": "This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "18–20/×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "S",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Scythe",
            "category": "weapon",
            "price": "18 gp",
            "weight": "10 lbs.",
            "description": "This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death due to its association with reaping also make the scythe a particularly intimidating weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "trip",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×4",
                "Dmg (M)": "2d4",
                "Dmg (L)": "2d6",
                "Type": "P or S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Heavy",
            "category": "weapon",
            "price": "special",
            "weight": "special",
            "description": "You can bash with a shield instead of using it for defense.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shield, Light",
            "category": "weapon",
            "price": "special",
            "weight": "special",
            "description": "You can bash with a shield instead of using it for defense.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d2",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d3",
                "Dmg (L)": "1d4",
                "Type": "B",
                "Dmg (T)": "1"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shortbow",
            "category": "weapon",
            "price": "30 gp",
            "weight": "2 lbs.",
            "description": "A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Range": "60 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shortbow, Composite",
            "category": "weapon",
            "price": "75 gp",
            "weight": "2 lbs.",
            "description": "You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. \n\nFor purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Range": "70 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shortspear",
            "category": "weapon",
            "price": "1 gp",
            "weight": "3 lbs.",
            "description": "A shortspear is about 3 feet in length, making it a suitable thrown weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Simple Weapons",
                "Range": "20 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shortsword",
            "category": "weapon",
            "price": "10 gp",
            "weight": "2 lbs.",
            "description": "This sword is about 2 feet in length.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Shuriken",
            "category": "weapon",
            "price": "1 gp/5",
            "weight": "1/2 lb.",
            "description": "A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Special": "monk",
                "Dmg (S)": "1",
                "Proficiency": "Exotic Weapons",
                "Range": "10 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d2",
                "Dmg (L)": "1d3",
                "Type": "P",
                "Dmg (T)": "—"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Siangham",
            "category": "weapon",
            "price": "3 gp",
            "weight": "1 lb.",
            "description": "This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "monk",
                "Dmg (S)": "1d4",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sickle",
            "category": "weapon",
            "price": "6 gp",
            "weight": "2 lbs.",
            "description": "Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Special": "trip",
                "Dmg (S)": "1d4",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "S",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sling",
            "category": "weapon",
            "price": "—",
            "weight": "—",
            "description": "A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.\n\nYou can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Simple Weapons",
                "Range": "50 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "B",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sling Staff, Halfling",
            "category": "weapon",
            "price": "20 gp",
            "weight": "3 lbs.",
            "description": "Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity.\n\nYou can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.\n\nA halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Ranged Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Exotic Weapons",
                "Range": "80 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "B",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spear",
            "category": "weapon",
            "price": "2 gp",
            "weight": "6 lbs.",
            "description": "A spear is 5 feet in length and can be thrown.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "brace",
                "Dmg (S)": "1d6",
                "Proficiency": "Simple Weapons",
                "Range": "20 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spiked Armor",
            "category": "weapon",
            "price": "special",
            "weight": "special",
            "description": "You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor, below, for details.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spiked Shield, Heavy",
            "category": "weapon",
            "price": "special",
            "weight": "special",
            "description": "You can bash with a spiked shield instead of using it for defense.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "P",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Spiked Shield, Light",
            "category": "weapon",
            "price": "special",
            "weight": "special",
            "description": "You can bash with a spiked shield instead of using it for defense.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Starknife",
            "category": "weapon",
            "price": "24 gp",
            "weight": "3 lbs.",
            "description": "From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d3",
                "Proficiency": "Martial Weapons",
                "Range": "20 ft.",
                "Critical": "×3",
                "Dmg (M)": "1d4",
                "Dmg (L)": "1d6",
                "Type": "P",
                "Dmg (T)": "1d2"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Strike, Unarmed",
            "category": "weapon",
            "price": "—",
            "weight": "—",
            "description": "A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.\n\nAn unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat).",
            "stats": {
              "Weapon": {
                "Weapon Class": "Unarmed Attacks",
                "Special": "nonlethal",
                "Dmg (S)": "1d2",
                "Proficiency": "Simple Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d3",
                "Dmg (L)": "1d4",
                "Type": "B",
                "Dmg (T)": "1"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sword, Bastard",
            "category": "weapon",
            "price": "35 gp",
            "weight": "6 lbs.",
            "description": "A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Exotic Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Sword, Two-Bladed",
            "category": "weapon",
            "price": "100 gp",
            "weight": "10 lbs.",
            "description": "A two-bladed sword is a double weapon--twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "double",
                "Dmg (S)": "1d6/1d6",
                "Proficiency": "Exotic Weapons",
                "Critical": "19–20/×2",
                "Dmg (M)": "1d8/1d8",
                "Dmg (L)": "2d6/2d6",
                "Type": "S",
                "Dmg (T)": "1d4/1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Throwing Axe",
            "category": "weapon",
            "price": "8 gp",
            "weight": "2 lbs.",
            "description": "This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas, tomahawks, and more. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Light Melee Weapons",
                "Dmg (S)": "1d4",
                "Proficiency": "Martial Weapons",
                "Range": "10 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d6",
                "Dmg (L)": "1d8",
                "Type": "S",
                "Dmg (T)": "1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Trident",
            "category": "weapon",
            "price": "15 gp",
            "weight": "4 lbs.",
            "description": "A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Special": "brace",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Range": "10 ft.",
                "Critical": "×2",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "P",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Urgrosh, Dwarven",
            "category": "weapon",
            "price": "50 gp",
            "weight": "12 lbs.",
            "description": "A dwarven urgrosh is a double weapon--an axe head and a spear point on opposite ends of a long haft. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.",
            "stats": {
              "Weapon": {
                "Weapon Class": "Two-Handed Melee Weapons",
                "Special": "brace, double",
                "Dmg (S)": "1d6/1d4",
                "Proficiency": "Exotic Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8/1d6",
                "Dmg (L)": "2d6/1d8",
                "Type": "P or S",
                "Dmg (T)": "1d4/1d3"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Waraxe, Dwarven",
            "category": "weapon",
            "price": "30 gp",
            "weight": "8 lbs.",
            "description": "A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d8",
                "Proficiency": "Exotic Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d10",
                "Dmg (L)": "2d8",
                "Type": "S",
                "Dmg (T)": "1d6"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Warhammer",
            "category": "weapon",
            "price": "12 gp",
            "weight": "5 lbs.",
            "description": "This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter's hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Dmg (S)": "1d6",
                "Proficiency": "Martial Weapons",
                "Critical": "×3",
                "Dmg (M)": "1d8",
                "Dmg (L)": "2d6",
                "Type": "B",
                "Dmg (T)": "1d4"
              }
            },
            "source": "Core Rulebook"
          },
          {
            "name": "Whip",
            "category": "weapon",
            "price": "1 gp",
            "weight": "2 lbs.",
            "description": "A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).\n\nUsing a whip provokes an attack of opportunity, just as if you had used a ranged weapon.\n\nYou can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.",
            "stats": {
              "Weapon": {
                "Weapon Class": "One-Handed Melee Weapons",
                "Special": "disarm, nonlethal, reach, trip",
                "Dmg (S)": "1d2",
                "Proficiency": "Exotic Weapons",
                "Critical": "×2",
                "Dmg (M)": "1d3",
                "Dmg (L)": "1d4",
                "Type": "S",
                "Dmg (T)": "1"
              }
            },
            "source": "Core Rulebook"
          }
        ]
      },
      "races": {
        "label": "Races",
        "color": "#27ae60",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [],
          "description": "description"
        },
        "linkPath": "rules/races/",
        "count": 7,
        "items": [
          {
            "index": "dwarves",
            "name": "Dwarves",
            "desc": [
              "Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors."
            ],
            "traits": {
              "physical_description": "Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse--no one familiar with their race trusts a beardless dwarf.",
              "society": "The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.",
              "relations": "Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or \"pretty\" to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.",
              "alignment_and_religion": "Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder--especially when good ale is involved. Most dwarves are lawful good.",
              "adventurers": "Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Dwarves are both tough and wise, but also a bit gruff.",
                "modifier": "+2 Constitution, +2 Wisdom, -2 Charisma"
              },
              {
                "name": "Medium",
                "desc": "Dwarves are Medium creatures and have no bonuses or penalties due to their size.",
                "modifier": null
              },
              {
                "name": "Slow and Steady",
                "desc": "Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.",
                "modifier": null
              },
              {
                "name": "Darkvision",
                "desc": "Dwarves can see in the dark up to 60 feet.",
                "modifier": null
              },
              {
                "name": "Defensive Training",
                "desc": "Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.",
                "modifier": null
              },
              {
                "name": "Greed",
                "desc": "Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.",
                "modifier": null
              },
              {
                "name": "Hatred",
                "desc": "Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.",
                "modifier": null
              },
              {
                "name": "Hardy",
                "desc": "Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.",
                "modifier": null
              },
              {
                "name": "Stability",
                "desc": "Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.",
                "modifier": null
              },
              {
                "name": "Stonecunning",
                "desc": "Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.",
                "modifier": null
              },
              {
                "name": "Weapon Familiarity",
                "desc": "Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word \"dwarven\" in its name as a martial weapon.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "elves",
            "name": "Elves",
            "desc": [
              "The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes."
            ],
            "traits": {
              "physical_description": "Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.",
              "society": "Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.",
              "relations": "Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.",
              "alignment_and_religion": "Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.",
              "adventurers": "Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Elves are nimble, both in body and mind, but their form is frail.",
                "modifier": "+2 Dexterity, +2 Intelligence, -2 Constitution"
              },
              {
                "name": "Medium",
                "desc": "Elves are Medium creatures and have no bonuses or penalties due to their size.",
                "modifier": null
              },
              {
                "name": "Normal Speed",
                "desc": "Elves have a base speed of 30 feet.",
                "modifier": null
              },
              {
                "name": "Low-Light Vision",
                "desc": "Elves can see twice as far as humans in conditions of dim light. See Additional Rules.",
                "modifier": null
              },
              {
                "name": "Elven Immunities",
                "desc": "Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.",
                "modifier": null
              },
              {
                "name": "Elven Magic",
                "desc": "Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.",
                "modifier": null
              },
              {
                "name": "Keen Senses",
                "desc": "Elves receive a +2 racial bonus on Perception skill checks.",
                "modifier": null
              },
              {
                "name": "Weapon Familiarity",
                "desc": "Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word \"elven\" in its name as a martial weapon.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "gnomes",
            "name": "Gnomes",
            "desc": [
              "Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange."
            ],
            "traits": {
              "physical_description": "Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.",
              "society": "Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.",
              "relations": "Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with halflings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.",
              "alignment_and_religion": "Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.",
              "adventurers": "Gnomes' propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Gnomes make up for their weakness with a proclivity for sorcery or bardic music."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.",
                "modifier": "+2 Constitution, +2 Charisma, -2 Strength"
              },
              {
                "name": "Small",
                "desc": "Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.",
                "modifier": null
              },
              {
                "name": "Slow Speed",
                "desc": "Gnomes have a base speed of 20 feet.",
                "modifier": null
              },
              {
                "name": "Low-Light Vision",
                "desc": "Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.",
                "modifier": null
              },
              {
                "name": "Defensive Training",
                "desc": "Gnomes get a +4 dodge bonus to AC against monsters of the giant type.",
                "modifier": null
              },
              {
                "name": "Gnome Magic",
                "desc": "Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day--dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.",
                "modifier": null
              },
              {
                "name": "Hatred",
                "desc": "Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.",
                "modifier": null
              },
              {
                "name": "Illusion Resistance",
                "desc": "Gnomes get a +2 racial saving throw bonus against illusion spells or effects.",
                "modifier": null
              },
              {
                "name": "Keen Senses",
                "desc": "Gnomes receive a +2 racial bonus on Perception skill checks.",
                "modifier": null
              },
              {
                "name": "Obsessive",
                "desc": "Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.",
                "modifier": null
              },
              {
                "name": "Weapon Familiarity",
                "desc": "Gnomes treat any weapon with the word \"gnome\" in its name as a martial weapon.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "half-elves",
            "name": "Half-Elves",
            "desc": [
              "Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives.\n\nSometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these \"pureblood\" half-elves tend to be viewed as bastards by humans and elves alike."
            ],
            "traits": {
              "physical_description": "Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.",
              "society": "The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.",
              "relations": "A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.",
              "alignment_and_religion": "Half-elves' isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention--as a result, most half-elves are chaotic good. Half-elves' lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.",
              "adventurers": "Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity--or even a legacy--drives many half-elf adventurers to lives of bravery."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.",
                "modifier": "+2 to One Ability Score"
              },
              {
                "name": "Medium",
                "desc": "Half-elves are Medium creatures and have no bonuses or penalties due to their size.",
                "modifier": null
              },
              {
                "name": "Normal Speed",
                "desc": "Half-elves have a base speed of 30 feet.",
                "modifier": null
              },
              {
                "name": "Low-Light Vision",
                "desc": "Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.",
                "modifier": null
              },
              {
                "name": "Adaptability",
                "desc": "Half-elves receive Skill Focus as a bonus feat at 1st level.",
                "modifier": null
              },
              {
                "name": "Elf Blood",
                "desc": "Half-elves count as both elves and humans for any effect related to race.",
                "modifier": null
              },
              {
                "name": "Elven Immunities",
                "desc": "Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.",
                "modifier": null
              },
              {
                "name": "Keen Senses",
                "desc": "Half-elves receive a +2 racial bonus on Perception skill checks.",
                "modifier": null
              },
              {
                "name": "Multitalented",
                "desc": "Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "half-orcs",
            "name": "Half-Orcs",
            "desc": [
              "Half-orcs are monstrosities, their tragic births the result of perversion and violence--or at least, that's how other races see them. It's true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom--though sometimes it's easier just to crack a few skulls."
            ],
            "traits": {
              "physical_description": "Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these \"tusks,\" combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.",
              "society": "Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by the legions of humans who don't bother making the distinction between full orcs and halfbloods. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess, and orc leaders have actually been known to spawn them intentionally, as the halfbreeds regularly make up for their lack of physical strength with increased cunning and aggression, making them natural chieftains and strategic advisors.",
              "relations": "A lifetime of persecution leaves the average half-orc wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too great a resemblance to their racial enemies, but other races aren't much more understanding. Human societies with few orc problems tend to be the most accommodating, and there half-orcs make natural mercenaries and enforcers.",
              "alignment_and_religion": "Forced to live either among brutish orcs or as lonely outcasts in civilized lands, most half-orcs are bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature--rather, most half-orcs are chaotic neutral, having been taught by long experience that there's no point doing anything but that which directly benefits themselves.",
              "adventurers": "Staunchly independent, many half-orcs take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.",
                "modifier": "+2 to One Ability Score"
              },
              {
                "name": "Medium",
                "desc": "Half-orcs are Medium creatures and have no bonuses or penalties due to their size.",
                "modifier": null
              },
              {
                "name": "Normal Speed",
                "desc": "Half-orcs have a base speed of 30 feet.",
                "modifier": null
              },
              {
                "name": "Darkvision",
                "desc": "Half-orcs can see in the dark up to 60 feet.",
                "modifier": null
              },
              {
                "name": "Intimidating",
                "desc": "Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.",
                "modifier": null
              },
              {
                "name": "Orc Blood",
                "desc": "Half-orcs count as both humans and orcs for any effect related to race.",
                "modifier": null
              },
              {
                "name": "Orc Ferocity",
                "desc": "Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.",
                "modifier": null
              },
              {
                "name": "Weapon Familiarity",
                "desc": "Half-orcs are proficient with greataxes and falchions and treat any weapon with the word \"orc\" in its name as a martial weapon.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "halflings",
            "name": "Halflings",
            "desc": [
              "Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.\n\nHalflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. \n\nThough their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life."
            ],
            "traits": {
              "physical_description": "Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling's ears are pointed, but proportionately not much larger than those of a human.",
              "society": "Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.",
              "relations": "A typical halfling prides himself on his ability to go unnoticed by other races--it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.",
              "alignment_and_religion": "Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they've come to grips with the fact that sometimes they'll need to scrap and scrounge for survival. Most halflings are neutral as a result.",
              "adventurers": "Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.",
                "modifier": "+2 Dexterity, +2 Charisma, -2 Strength"
              },
              {
                "name": "Small",
                "desc": "Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.",
                "modifier": null
              },
              {
                "name": "Slow Speed",
                "desc": "Halflings have a base speed of 20 feet.",
                "modifier": null
              },
              {
                "name": "Fearless",
                "desc": "Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.",
                "modifier": null
              },
              {
                "name": "Halfling Luck",
                "desc": "Halflings receive a +1 racial bonus on all saving throws.",
                "modifier": null
              },
              {
                "name": "Keen Senses",
                "desc": "Halflings receive a +2 racial bonus on Perception skill checks.",
                "modifier": null
              },
              {
                "name": "Sure-Footed",
                "desc": "Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.",
                "modifier": null
              },
              {
                "name": "Weapon Familiarity",
                "desc": "Halflings are proficient with slings and treat any weapon with the word \"halfling\" in its name as a martial weapon.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "humans",
            "name": "Humans",
            "desc": [
              "Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can."
            ],
            "traits": {
              "physical_description": "The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.",
              "society": "Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.",
              "relations": "Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments--but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.",
              "alignment_and_religion": "Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection.",
              "adventurers": "Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.",
              "names": "Unlike other races, who generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Throughout most of the world humans speak Common, yet their names are as varied as their beliefs and appearances."
            },
            "racial_traits": [
              {
                "name": "Attributes",
                "desc": "Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.",
                "modifier": "+2 to One Ability Score"
              },
              {
                "name": "Medium",
                "desc": "Humans are Medium creatures and have no bonuses or penalties due to their size.",
                "modifier": null
              },
              {
                "name": "Normal Speed",
                "desc": "Humans have a base speed of 30 feet.",
                "modifier": null
              },
              {
                "name": "Bonus Feat",
                "desc": "Humans select one extra feat at 1st level.",
                "modifier": null
              },
              {
                "name": "Skilled",
                "desc": "Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.",
                "modifier": null
              },
              {
                "name": "Languages",
                "desc": "Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).",
                "modifier": null
              }
            ],
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          }
        ]
      },
      "conditions": {
        "label": "Conditions",
        "color": "#e67e22",
        "displayField": "name",
        "searchFields": [
          "name"
        ],
        "tag": null,
        "cardFields": {
          "title": "name",
          "meta": [],
          "description": "description"
        },
        "linkPath": "rules/glossary-conditions/",
        "count": 34,
        "items": [
          {
            "index": "bleed",
            "name": "Bleed",
            "description": "A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "blinded",
            "name": "Blinded",
            "description": "The creature cannot see. It takes a -2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a -4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "broken",
            "name": "Broken",
            "description": "Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. * If the item is a weapon, any attacks made with the item suffer a -2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. * If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. * If the item is a tool needed for a skill, any skill check made with the item takes a -2 penalty. * If the item is a wand or staff, it uses up twice as many charges when used. * If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a _mending_ or _make whole_ spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "confused",
            "name": "Confused",
            "description": "A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight. Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round. d%| Behavior ---|--- 01-25| Act normally. 26-50| Do nothing but babble incoherently. 51-75| Deal 1d8 points of damage + Str modifier to self with item in hand. 76-100| Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). A confused creature who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "cowering",
            "name": "Cowering",
            "description": "The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses his Dexterity bonus (if any).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dazed",
            "name": "Dazed",
            "description": "The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dazzled",
            "name": "Dazzled",
            "description": "The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls and sight-based Perception checks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dead",
            "name": "Dead",
            "description": "The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "deafened",
            "name": "Deafened",
            "description": "A deafened character cannot hear. He takes a -4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a -4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "disabled",
            "name": "Disabled",
            "description": "A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "dying",
            "name": "Dying",
            "description": "A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "energy_drained",
            "name": "Energy Drained",
            "description": "The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and Negative levels for more information.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "entangled",
            "name": "Entangled",
            "description": "The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "exhausted",
            "name": "Exhausted",
            "description": "An exhausted character moves at half speed, cannot run or charge, and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "fascinated",
            "name": "Fascinated",
            "description": "A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "fatigued",
            "name": "Fatigued",
            "description": "A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "flat_footed",
            "name": "Flat-Footed",
            "description": "A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "frightened",
            "name": "Frightened",
            "description": "A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "grappled",
            "name": "Grappled",
            "description": "A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a -4 penalty to Dexterity. A grappled creature takes a -2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "helpless",
            "name": "Helpless",
            "description": "A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "incorporeal",
            "name": "Incorporeal",
            "description": "Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "invisible",
            "name": "Invisible",
            "description": "Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "nauseated",
            "name": "Nauseated",
            "description": "Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "panicked",
            "name": "Panicked",
            "description": "A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "paralyzed",
            "name": "Paralyzed",
            "description": "A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature--ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "petrified",
            "name": "Petrified",
            "description": "A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "pinned",
            "name": "Pinned",
            "description": "A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional -4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "prone",
            "name": "Prone",
            "description": "The character is lying on the ground. A prone attacker has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "shaken",
            "name": "Shaken",
            "description": "A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "sickened",
            "name": "Sickened",
            "description": "The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stable",
            "name": "Stable",
            "description": "A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total. If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "staggered",
            "name": "Staggered",
            "description": "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stunned",
            "name": "Stunned",
            "description": "A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "unconscious",
            "name": "Unconscious",
            "description": "Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          }
        ]
      },
      "skills": {
        "label": "Skills",
        "color": "#16a085",
        "displayField": "name",
        "searchFields": [
          "name",
          "attribute"
        ],
        "tag": {
          "field": "attribute"
        },
        "cardFields": {
          "title": "name",
          "meta": [
            "{attribute}",
            "Trained only: {trained_only}"
          ],
          "description": "description"
        },
        "linkPath": "rules/skills/",
        "count": 26,
        "items": [
          {
            "index": "acrobatics",
            "name": "Acrobatics",
            "attribute": "Dex",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "appraise",
            "name": "Appraise",
            "attribute": "Int",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You can evaluate the monetary value of an object.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "bluff",
            "name": "Bluff",
            "attribute": "Cha",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You know how to tell a lie.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "climb",
            "name": "Climb",
            "attribute": "Str",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "craft",
            "name": "Craft",
            "attribute": "Int",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "diplomacy",
            "name": "Diplomacy",
            "attribute": "Cha",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "disable_device",
            "name": "Disable Device",
            "attribute": "Dex",
            "trained_only": true,
            "armor_check_penalty": true,
            "description": "You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "disguise",
            "name": "Disguise",
            "attribute": "Cha",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled at changing your appearance.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "escape_artist",
            "name": "Escape Artist",
            "attribute": "Dex",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "Your training allows you to slip out of bonds and escape from grapples.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "fly",
            "name": "Fly",
            "attribute": "Dex",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "handle_animal",
            "name": "Handle Animal",
            "attribute": "Cha",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "heal",
            "name": "Heal",
            "attribute": "Wis",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled at tending to wounds and ailments.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "intimidate",
            "name": "Intimidate",
            "attribute": "Cha",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "knowledge",
            "name": "Knowledge",
            "attribute": "Int",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study: Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts), Dungeoneering (aberrations, caverns, oozes, spelunking), Engineering (buildings, aqueducts, bridges, fortifications), Geography (lands, terrain, climate, people), History (wars, colonies, migrations, founding of cities), Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids), Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin), Nobility (lineages, heraldry, personalities, royalty), Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic), Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "linguistics",
            "name": "Linguistics",
            "attribute": "Int",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "perception",
            "name": "Perception",
            "attribute": "Wis",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "perform",
            "name": "Perform",
            "attribute": "Cha",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below: Act (comedy, drama, pantomime), Comedy (buffoonery, limericks, joke-telling), Dance (ballet, waltz, jig), Keyboard instruments (harpsichord, piano, pipe organ), Oratory (epic, ode, storytelling), Percussion instruments (bells, chimes, drums, gong), String instruments (fiddle, harp, lute, mandolin), Wind instruments (flute, pan pipes, recorder, trumpet), Sing (ballad, chant, melody).",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "profession",
            "name": "Profession",
            "attribute": "Wis",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "ride",
            "name": "Ride",
            "attribute": "Dex",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "sense_motive",
            "name": "Sense Motive",
            "attribute": "Wis",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled at detecting falsehoods and true intentions.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "sleight_of_hand",
            "name": "Sleight of Hand",
            "attribute": "Dex",
            "trained_only": true,
            "armor_check_penalty": true,
            "description": "Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "spellcraft",
            "name": "Spellcraft",
            "attribute": "Int",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "stealth",
            "name": "Stealth",
            "attribute": "Dex",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "survival",
            "name": "Survival",
            "attribute": "Wis",
            "trained_only": false,
            "armor_check_penalty": false,
            "description": "You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "swim",
            "name": "Swim",
            "attribute": "Str",
            "trained_only": false,
            "armor_check_penalty": true,
            "description": "You know how to swim and can do so even in stormy water.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          },
          {
            "index": "use_magic_device",
            "name": "Use Magic Device",
            "attribute": "Cha",
            "trained_only": true,
            "armor_check_penalty": false,
            "description": "You are skilled at activating magic items, even if you are not otherwise trained in their use.",
            "source": "Pathfinder 1e Core Rulebook (PFSRD)"
          }
        ]
      }
    }
  }
}